phaser/plugins/camera3d/dist/camera3d.js

18079 lines
466 KiB
JavaScript
Raw Normal View History

var Camera3DPlugin =
/******/ (function(modules) { // webpackBootstrap
/******/ // The module cache
/******/ var installedModules = {};
/******/
/******/ // The require function
/******/ function __webpack_require__(moduleId) {
/******/
/******/ // Check if module is in cache
/******/ if(installedModules[moduleId]) {
/******/ return installedModules[moduleId].exports;
/******/ }
/******/ // Create a new module (and put it into the cache)
/******/ var module = installedModules[moduleId] = {
/******/ i: moduleId,
/******/ l: false,
/******/ exports: {}
/******/ };
/******/
/******/ // Execute the module function
/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
/******/
/******/ // Flag the module as loaded
/******/ module.l = true;
/******/
/******/ // Return the exports of the module
/******/ return module.exports;
/******/ }
/******/
/******/
/******/ // expose the modules object (__webpack_modules__)
/******/ __webpack_require__.m = modules;
/******/
/******/ // expose the module cache
/******/ __webpack_require__.c = installedModules;
/******/
/******/ // define getter function for harmony exports
/******/ __webpack_require__.d = function(exports, name, getter) {
/******/ if(!__webpack_require__.o(exports, name)) {
/******/ Object.defineProperty(exports, name, {
/******/ configurable: false,
/******/ enumerable: true,
/******/ get: getter
/******/ });
/******/ }
/******/ };
/******/
/******/ // define __esModule on exports
/******/ __webpack_require__.r = function(exports) {
/******/ Object.defineProperty(exports, '__esModule', { value: true });
/******/ };
/******/
/******/ // getDefaultExport function for compatibility with non-harmony modules
/******/ __webpack_require__.n = function(module) {
/******/ var getter = module && module.__esModule ?
/******/ function getDefault() { return module['default']; } :
/******/ function getModuleExports() { return module; };
/******/ __webpack_require__.d(getter, 'a', getter);
/******/ return getter;
/******/ };
/******/
/******/ // Object.prototype.hasOwnProperty.call
/******/ __webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };
/******/
/******/ // __webpack_public_path__
/******/ __webpack_require__.p = "";
/******/
/******/
/******/ // Load entry module and return exports
/******/ return __webpack_require__(__webpack_require__.s = 74);
/******/ })
/************************************************************************/
/******/ ([
/* 0 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// Taken from klasse by mattdesl https://github.com/mattdesl/klasse
function hasGetterOrSetter (def)
{
return (!!def.get && typeof def.get === 'function') || (!!def.set && typeof def.set === 'function');
}
function getProperty (definition, k, isClassDescriptor)
{
// This may be a lightweight object, OR it might be a property that was defined previously.
// For simple class descriptors we can just assume its NOT previously defined.
var def = (isClassDescriptor) ? definition[k] : Object.getOwnPropertyDescriptor(definition, k);
if (!isClassDescriptor && def.value && typeof def.value === 'object')
{
def = def.value;
}
// This might be a regular property, or it may be a getter/setter the user defined in a class.
if (def && hasGetterOrSetter(def))
{
if (typeof def.enumerable === 'undefined')
{
def.enumerable = true;
}
if (typeof def.configurable === 'undefined')
{
def.configurable = true;
}
return def;
}
else
{
return false;
}
}
function hasNonConfigurable (obj, k)
{
var prop = Object.getOwnPropertyDescriptor(obj, k);
if (!prop)
{
return false;
}
if (prop.value && typeof prop.value === 'object')
{
prop = prop.value;
}
if (prop.configurable === false)
{
return true;
}
return false;
}
function extend (ctor, definition, isClassDescriptor, extend)
{
for (var k in definition)
{
if (!definition.hasOwnProperty(k))
{
continue;
}
var def = getProperty(definition, k, isClassDescriptor);
if (def !== false)
{
// If Extends is used, we will check its prototype to see if the final variable exists.
var parent = extend || ctor;
if (hasNonConfigurable(parent.prototype, k))
{
// Just skip the final property
if (Class.ignoreFinals)
{
continue;
}
// We cannot re-define a property that is configurable=false.
// So we will consider them final and throw an error. This is by
// default so it is clear to the developer what is happening.
// You can set ignoreFinals to true if you need to extend a class
// which has configurable=false; it will simply not re-define final properties.
throw new Error('cannot override final property \'' + k + '\', set Class.ignoreFinals = true to skip');
}
Object.defineProperty(ctor.prototype, k, def);
}
else
{
ctor.prototype[k] = definition[k];
}
}
}
function mixin (myClass, mixins)
{
if (!mixins)
{
return;
}
if (!Array.isArray(mixins))
{
mixins = [ mixins ];
}
for (var i = 0; i < mixins.length; i++)
{
extend(myClass, mixins[i].prototype || mixins[i]);
}
}
/**
* Creates a new class with the given descriptor.
* The constructor, defined by the name `initialize`,
* is an optional function. If unspecified, an anonymous
* function will be used which calls the parent class (if
* one exists).
*
* You can also use `Extends` and `Mixins` to provide subclassing
* and inheritance.
*
* @class Class
* @constructor
* @param {Object} definition a dictionary of functions for the class
* @example
*
* var MyClass = new Phaser.Class({
*
* initialize: function() {
* this.foo = 2.0;
* },
*
* bar: function() {
* return this.foo + 5;
* }
* });
*/
function Class (definition)
{
if (!definition)
{
definition = {};
}
// The variable name here dictates what we see in Chrome debugger
var initialize;
var Extends;
if (definition.initialize)
{
if (typeof definition.initialize !== 'function')
{
throw new Error('initialize must be a function');
}
initialize = definition.initialize;
// Usually we should avoid 'delete' in V8 at all costs.
// However, its unlikely to make any performance difference
// here since we only call this on class creation (i.e. not object creation).
delete definition.initialize;
}
else if (definition.Extends)
{
var base = definition.Extends;
initialize = function ()
{
base.apply(this, arguments);
};
}
else
{
initialize = function () {};
}
if (definition.Extends)
{
initialize.prototype = Object.create(definition.Extends.prototype);
initialize.prototype.constructor = initialize;
// For getOwnPropertyDescriptor to work, we need to act directly on the Extends (or Mixin)
Extends = definition.Extends;
delete definition.Extends;
}
else
{
initialize.prototype.constructor = initialize;
}
// Grab the mixins, if they are specified...
var mixins = null;
if (definition.Mixins)
{
mixins = definition.Mixins;
delete definition.Mixins;
}
// First, mixin if we can.
mixin(initialize, mixins);
// Now we grab the actual definition which defines the overrides.
extend(initialize, definition, true, Extends);
return initialize;
}
Class.extend = extend;
Class.mixin = mixin;
Class.ignoreFinals = false;
module.exports = Class;
/***/ }),
/* 1 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(0);
/**
* @classdesc
* Defines a Point in 2D space, with an x and y component.
*
* @class Point
* @memberOf Phaser.Geom
* @constructor
* @since 3.0.0
*
* @param {number} [x=0] - The x coordinate of this Point.
* @param {number} [y=x] - The y coordinate of this Point.
*/
var Point = new Class({
initialize:
function Point (x, y)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = x; }
/**
* The x coordinate of this Point.
*
* @name Phaser.Geom.Point#x
* @type {number}
* @default 0
* @since 3.0.0
*/
this.x = x;
/**
* The y coordinate of this Point.
*
* @name Phaser.Geom.Point#y
* @type {number}
* @default 0
* @since 3.0.0
*/
this.y = y;
},
/**
* Set the x and y coordinates of the point to the given values.
*
* @method Phaser.Geom.Point#setTo
* @since 3.0.0
*
* @param {number} [x=0] - The x coordinate of this Point.
* @param {number} [y=x] - The y coordinate of this Point.
*
* @return {Phaser.Geom.Point} This Point object.
*/
setTo: function (x, y)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = x; }
this.x = x;
this.y = y;
return this;
}
});
module.exports = Point;
/***/ }),
/* 2 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
var Class = __webpack_require__(0);
/**
* @classdesc
* A representation of a vector in 3D space.
*
* A three-component vector.
*
* @class Vector3
* @memberOf Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {number} [x] - The x component.
* @param {number} [y] - The y component.
* @param {number} [z] - The z component.
*/
var Vector3 = new Class({
initialize:
function Vector3 (x, y, z)
{
/**
* The x component of this Vector.
*
* @name Phaser.Math.Vector3#x
* @type {number}
* @default 0
* @since 3.0.0
*/
this.x = 0;
/**
* The y component of this Vector.
*
* @name Phaser.Math.Vector3#y
* @type {number}
* @default 0
* @since 3.0.0
*/
this.y = 0;
/**
* The z component of this Vector.
*
* @name Phaser.Math.Vector3#z
* @type {number}
* @default 0
* @since 3.0.0
*/
this.z = 0;
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
this.z = x.z || 0;
}
else
{
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
}
},
/**
* Set this Vector to point up.
*
* Sets the y component of the vector to 1, and the others to 0.
*
* @method Phaser.Math.Vector3#up
* @since 3.0.0
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
up: function ()
{
this.x = 0;
this.y = 1;
this.z = 0;
return this;
},
/**
* Make a clone of this Vector3.
*
* @method Phaser.Math.Vector3#clone
* @since 3.0.0
*
* @return {Phaser.Math.Vector3} A new Vector3 object containing this Vectors values.
*/
clone: function ()
{
return new Vector3(this.x, this.y, this.z);
},
/**
* [description]
*
* @method Phaser.Math.Vector3#crossVectors
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} a - [description]
* @param {Phaser.Math.Vector3} b - [description]
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
crossVectors: function (a, b)
{
var ax = a.x;
var ay = a.y;
var az = a.z;
var bx = b.x;
var by = b.y;
var bz = b.z;
this.x = ay * bz - az * by;
this.y = az * bx - ax * bz;
this.z = ax * by - ay * bx;
return this;
},
/**
* Check whether this Vector is equal to a given Vector.
*
* Performs a strict equality check against each Vector's components.
*
* @method Phaser.Math.Vector3#equals
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} v - The Vector3 to compare against.
*
* @return {boolean} True if the two vectors strictly match, otherwise false.
*/
equals: function (v)
{
return ((this.x === v.x) && (this.y === v.y) && (this.z === v.z));
},
/**
* Copy the components of a given Vector into this Vector.
*
* @method Phaser.Math.Vector3#copy
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} src - The Vector to copy the components from.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
copy: function (src)
{
this.x = src.x;
this.y = src.y;
this.z = src.z || 0;
return this;
},
/**
* Set the `x`, `y`, and `z` components of this Vector to the given `x`, `y`, and `z` values.
*
* @method Phaser.Math.Vector3#set
* @since 3.0.0
*
* @param {(number|object)} x - The x value to set for this Vector, or an object containing x, y and z components.
* @param {number} [y] - The y value to set for this Vector.
* @param {number} [z] - The z value to set for this Vector.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
set: function (x, y, z)
{
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
this.z = x.z || 0;
}
else
{
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
}
return this;
},
/**
* Add a given Vector to this Vector. Addition is component-wise.
*
* @method Phaser.Math.Vector3#add
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to add to this Vector.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
add: function (v)
{
this.x += v.x;
this.y += v.y;
this.z += v.z || 0;
return this;
},
/**
* Subtract the given Vector from this Vector. Subtraction is component-wise.
*
* @method Phaser.Math.Vector3#subtract
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to subtract from this Vector.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
subtract: function (v)
{
this.x -= v.x;
this.y -= v.y;
this.z -= v.z || 0;
return this;
},
/**
* Perform a component-wise multiplication between this Vector and the given Vector.
*
* Multiplies this Vector by the given Vector.
*
* @method Phaser.Math.Vector3#multiply
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to multiply this Vector by.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
multiply: function (v)
{
this.x *= v.x;
this.y *= v.y;
this.z *= v.z || 1;
return this;
},
/**
* Scale this Vector by the given value.
*
* @method Phaser.Math.Vector3#scale
* @since 3.0.0
*
* @param {number} scale - The value to scale this Vector by.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
scale: function (scale)
{
if (isFinite(scale))
{
this.x *= scale;
this.y *= scale;
this.z *= scale;
}
else
{
this.x = 0;
this.y = 0;
this.z = 0;
}
return this;
},
/**
* Perform a component-wise division between this Vector and the given Vector.
*
* Divides this Vector by the given Vector.
*
* @method Phaser.Math.Vector3#divide
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to divide this Vector by.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
divide: function (v)
{
this.x /= v.x;
this.y /= v.y;
this.z /= v.z || 1;
return this;
},
/**
* Negate the `x`, `y` and `z` components of this Vector.
*
* @method Phaser.Math.Vector3#negate
* @since 3.0.0
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
negate: function ()
{
this.x = -this.x;
this.y = -this.y;
this.z = -this.z;
return this;
},
/**
* Calculate the distance between this Vector and the given Vector.
*
* @method Phaser.Math.Vector3#distance
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to calculate the distance to.
*
* @return {number} The distance from this Vector to the given Vector.
*/
distance: function (v)
{
var dx = v.x - this.x;
var dy = v.y - this.y;
var dz = v.z - this.z || 0;
return Math.sqrt(dx * dx + dy * dy + dz * dz);
},
/**
* Calculate the distance between this Vector and the given Vector, squared.
*
* @method Phaser.Math.Vector3#distanceSq
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3)} v - The Vector to calculate the distance to.
*
* @return {number} The distance from this Vector to the given Vector, squared.
*/
distanceSq: function (v)
{
var dx = v.x - this.x;
var dy = v.y - this.y;
var dz = v.z - this.z || 0;
return dx * dx + dy * dy + dz * dz;
},
/**
* Calculate the length (or magnitude) of this Vector.
*
* @method Phaser.Math.Vector3#length
* @since 3.0.0
*
* @return {number} The length of this Vector.
*/
length: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
return Math.sqrt(x * x + y * y + z * z);
},
/**
* Calculate the length of this Vector squared.
*
* @method Phaser.Math.Vector3#lengthSq
* @since 3.0.0
*
* @return {number} The length of this Vector, squared.
*/
lengthSq: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
return x * x + y * y + z * z;
},
/**
* Normalize this Vector.
*
* Makes the vector a unit length vector (magnitude of 1) in the same direction.
*
* @method Phaser.Math.Vector3#normalize
* @since 3.0.0
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
normalize: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
var len = x * x + y * y + z * z;
if (len > 0)
{
len = 1 / Math.sqrt(len);
this.x = x * len;
this.y = y * len;
this.z = z * len;
}
return this;
},
/**
* Calculate the dot product of this Vector and the given Vector.
*
* @method Phaser.Math.Vector3#dot
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} v - The Vector3 to dot product with this Vector3.
*
* @return {number} [description]
*/
dot: function (v)
{
return this.x * v.x + this.y * v.y + this.z * v.z;
},
/**
* [description]
*
* @method Phaser.Math.Vector3#cross
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} v - [description]
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
cross: function (v)
{
var ax = this.x;
var ay = this.y;
var az = this.z;
var bx = v.x;
var by = v.y;
var bz = v.z;
this.x = ay * bz - az * by;
this.y = az * bx - ax * bz;
this.z = ax * by - ay * bx;
return this;
},
/**
* Linearly interpolate between this Vector and the given Vector.
*
* Interpolates this Vector towards the given Vector.
*
* @method Phaser.Math.Vector3#lerp
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} v - The Vector3 to interpolate towards.
* @param {number} [t=0] - The interpolation percentage, between 0 and 1.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
lerp: function (v, t)
{
if (t === undefined) { t = 0; }
var ax = this.x;
var ay = this.y;
var az = this.z;
this.x = ax + t * (v.x - ax);
this.y = ay + t * (v.y - ay);
this.z = az + t * (v.z - az);
return this;
},
/**
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector3#transformMat3
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} mat - The Matrix3 to transform this Vector3 with.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
transformMat3: function (mat)
{
var x = this.x;
var y = this.y;
var z = this.z;
var m = mat.val;
this.x = x * m[0] + y * m[3] + z * m[6];
this.y = x * m[1] + y * m[4] + z * m[7];
this.z = x * m[2] + y * m[5] + z * m[8];
return this;
},
/**
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector3#transformMat4
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector3 with.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
transformMat4: function (mat)
{
var x = this.x;
var y = this.y;
var z = this.z;
var m = mat.val;
this.x = m[0] * x + m[4] * y + m[8] * z + m[12];
this.y = m[1] * x + m[5] * y + m[9] * z + m[13];
this.z = m[2] * x + m[6] * y + m[10] * z + m[14];
return this;
},
/**
* [description]
*
* @method Phaser.Math.Vector3#transformCoordinates
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector3 with.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
transformCoordinates: function (mat)
{
var x = this.x;
var y = this.y;
var z = this.z;
var m = mat.val;
var tx = (x * m[0]) + (y * m[4]) + (z * m[8]) + m[12];
var ty = (x * m[1]) + (y * m[5]) + (z * m[9]) + m[13];
var tz = (x * m[2]) + (y * m[6]) + (z * m[10]) + m[14];
var tw = (x * m[3]) + (y * m[7]) + (z * m[11]) + m[15];
this.x = tx / tw;
this.y = ty / tw;
this.z = tz / tw;
return this;
},
/**
* Transform this Vector with the given Quaternion.
*
* @method Phaser.Math.Vector3#transformQuat
* @since 3.0.0
*
* @param {Phaser.Math.Quaternion} q - The Quaternion to transform this Vector with.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
transformQuat: function (q)
{
// benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
var x = this.x;
var y = this.y;
var z = this.z;
var qx = q.x;
var qy = q.y;
var qz = q.z;
var qw = q.w;
// calculate quat * vec
var ix = qw * x + qy * z - qz * y;
var iy = qw * y + qz * x - qx * z;
var iz = qw * z + qx * y - qy * x;
var iw = -qx * x - qy * y - qz * z;
// calculate result * inverse quat
this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
return this;
},
/**
* Multiplies this Vector3 by the specified matrix, applying a W divide. This is useful for projection,
* e.g. unprojecting a 2D point into 3D space.
*
* @method Phaser.Math.Vector3#project
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to multiply this Vector3 with.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
project: function (mat)
{
var x = this.x;
var y = this.y;
var z = this.z;
var m = mat.val;
var a00 = m[0];
var a01 = m[1];
var a02 = m[2];
var a03 = m[3];
var a10 = m[4];
var a11 = m[5];
var a12 = m[6];
var a13 = m[7];
var a20 = m[8];
var a21 = m[9];
var a22 = m[10];
var a23 = m[11];
var a30 = m[12];
var a31 = m[13];
var a32 = m[14];
var a33 = m[15];
var lw = 1 / (x * a03 + y * a13 + z * a23 + a33);
this.x = (x * a00 + y * a10 + z * a20 + a30) * lw;
this.y = (x * a01 + y * a11 + z * a21 + a31) * lw;
this.z = (x * a02 + y * a12 + z * a22 + a32) * lw;
return this;
},
/**
* Unproject this point from 2D space to 3D space.
* The point should have its x and y properties set to
* 2D screen space, and the z either at 0 (near plane)
* or 1 (far plane). The provided matrix is assumed to already
* be combined, i.e. projection * view * model.
*
* After this operation, this vector's (x, y, z) components will
* represent the unprojected 3D coordinate.
*
* @method Phaser.Math.Vector3#unproject
* @since 3.0.0
*
* @param {Phaser.Math.Vector4} viewport - Screen x, y, width and height in pixels.
* @param {Phaser.Math.Matrix4} invProjectionView - Combined projection and view matrix.
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
unproject: function (viewport, invProjectionView)
{
var viewX = viewport.x;
var viewY = viewport.y;
var viewWidth = viewport.z;
var viewHeight = viewport.w;
var x = this.x - viewX;
var y = (viewHeight - this.y - 1) - viewY;
var z = this.z;
this.x = (2 * x) / viewWidth - 1;
this.y = (2 * y) / viewHeight - 1;
this.z = 2 * z - 1;
return this.project(invProjectionView);
},
/**
* Make this Vector the zero vector (0, 0, 0).
*
* @method Phaser.Math.Vector3#reset
* @since 3.0.0
*
* @return {Phaser.Math.Vector3} This Vector3.
*/
reset: function ()
{
this.x = 0;
this.y = 0;
this.z = 0;
return this;
}
});
/*
Vector3.Zero = function ()
{
return new Vector3(0, 0, 0);
};
Vector3.Up = function ()
{
return new Vector3(0, 1.0, 0);
};
Vector3.Copy = function (source)
{
return new Vector3(source.x, source.y, source.z);
};
Vector3.TransformCoordinates = function (vector, transformation)
{
var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
return new Vector3(x / w, y / w, z / w);
};
Vector3.TransformNormal = function (vector, transformation)
{
var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
return new Vector3(x, y, z);
};
Vector3.Dot = function (left, right)
{
return (left.x * right.x + left.y * right.y + left.z * right.z);
};
Vector3.Cross = function (left, right)
{
var x = left.y * right.z - left.z * right.y;
var y = left.z * right.x - left.x * right.z;
var z = left.x * right.y - left.y * right.x;
return new Vector3(x, y, z);
};
Vector3.Normalize = function (vector)
{
var newVector = Vector3.Copy(vector);
newVector.normalize();
return newVector;
};
Vector3.Distance = function (value1, value2)
{
return Math.sqrt(Vector3.DistanceSquared(value1, value2));
};
Vector3.DistanceSquared = function (value1, value2)
{
var x = value1.x - value2.x;
var y = value1.y - value2.y;
var z = value1.z - value2.z;
return (x * x) + (y * y) + (z * z);
};
*/
module.exports = Vector3;
/***/ }),
/* 3 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
var Class = __webpack_require__(0);
/**
* @typedef {object} Vector2Like
*
* @property {number} x - The x component.
* @property {number} y - The y component.
*/
/**
* @classdesc
* A representation of a vector in 2D space.
*
* A two-component vector.
*
* @class Vector2
* @memberOf Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {number|Vector2Like} [x] - The x component, or an object with `x` and `y` properties.
* @param {number} [y] - The y component.
*/
var Vector2 = new Class({
initialize:
function Vector2 (x, y)
{
/**
* The x component of this Vector.
*
* @name Phaser.Math.Vector2#x
* @type {number}
* @default 0
* @since 3.0.0
*/
this.x = 0;
/**
* The y component of this Vector.
*
* @name Phaser.Math.Vector2#y
* @type {number}
* @default 0
* @since 3.0.0
*/
this.y = 0;
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
}
else
{
if (y === undefined) { y = x; }
this.x = x || 0;
this.y = y || 0;
}
},
/**
* Make a clone of this Vector2.
*
* @method Phaser.Math.Vector2#clone
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} A clone of this Vector2.
*/
clone: function ()
{
return new Vector2(this.x, this.y);
},
/**
* Copy the components of a given Vector into this Vector.
*
* @method Phaser.Math.Vector2#copy
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to copy the components from.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
copy: function (src)
{
this.x = src.x || 0;
this.y = src.y || 0;
return this;
},
/**
* Set the component values of this Vector from a given Vector2Like object.
*
* @method Phaser.Math.Vector2#setFromObject
* @since 3.0.0
*
* @param {Vector2Like} obj - The object containing the component values to set for this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setFromObject: function (obj)
{
this.x = obj.x || 0;
this.y = obj.y || 0;
return this;
},
/**
* Set the `x` and `y` components of the this Vector to the given `x` and `y` values.
*
* @method Phaser.Math.Vector2#set
* @since 3.0.0
*
* @param {number} x - The x value to set for this Vector.
* @param {number} [y=x] - The y value to set for this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
set: function (x, y)
{
if (y === undefined) { y = x; }
this.x = x;
this.y = y;
return this;
},
/**
* This method is an alias for `Vector2.set`.
*
* @method Phaser.Math.Vector2#setTo
* @since 3.4.0
*
* @param {number} x - The x value to set for this Vector.
* @param {number} [y=x] - The y value to set for this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setTo: function (x, y)
{
return this.set(x, y);
},
/**
* Sets the `x` and `y` values of this object from a given polar coordinate.
*
* @method Phaser.Math.Vector2#setToPolar
* @since 3.0.0
*
* @param {number} azimuth - The angular coordinate, in radians.
* @param {number} [radius=1] - The radial coordinate (length).
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
setToPolar: function (azimuth, radius)
{
if (radius == null) { radius = 1; }
this.x = Math.cos(azimuth) * radius;
this.y = Math.sin(azimuth) * radius;
return this;
},
/**
* Check whether this Vector is equal to a given Vector.
*
* Performs a strict equality check against each Vector's components.
*
* @method Phaser.Math.Vector2#equals
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} v - The vector to compare with this Vector.
*
* @return {boolean} Whether the given Vector is equal to this Vector.
*/
equals: function (v)
{
return ((this.x === v.x) && (this.y === v.y));
},
/**
* Calculate the angle between this Vector and the positive x-axis, in radians.
*
* @method Phaser.Math.Vector2#angle
* @since 3.0.0
*
* @return {number} The angle between this Vector, and the positive x-axis, given in radians.
*/
angle: function ()
{
// computes the angle in radians with respect to the positive x-axis
var angle = Math.atan2(this.y, this.x);
if (angle < 0)
{
angle += 2 * Math.PI;
}
return angle;
},
/**
* Add a given Vector to this Vector. Addition is component-wise.
*
* @method Phaser.Math.Vector2#add
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to add to this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
add: function (src)
{
this.x += src.x;
this.y += src.y;
return this;
},
/**
* Subtract the given Vector from this Vector. Subtraction is component-wise.
*
* @method Phaser.Math.Vector2#subtract
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to subtract from this Vector.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
subtract: function (src)
{
this.x -= src.x;
this.y -= src.y;
return this;
},
/**
* Perform a component-wise multiplication between this Vector and the given Vector.
*
* Multiplies this Vector by the given Vector.
*
* @method Phaser.Math.Vector2#multiply
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to multiply this Vector by.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
multiply: function (src)
{
this.x *= src.x;
this.y *= src.y;
return this;
},
/**
* Scale this Vector by the given value.
*
* @method Phaser.Math.Vector2#scale
* @since 3.0.0
*
* @param {number} value - The value to scale this Vector by.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
scale: function (value)
{
if (isFinite(value))
{
this.x *= value;
this.y *= value;
}
else
{
this.x = 0;
this.y = 0;
}
return this;
},
/**
* Perform a component-wise division between this Vector and the given Vector.
*
* Divides this Vector by the given Vector.
*
* @method Phaser.Math.Vector2#divide
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to divide this Vector by.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
divide: function (src)
{
this.x /= src.x;
this.y /= src.y;
return this;
},
/**
* Negate the `x` and `y` components of this Vector.
*
* @method Phaser.Math.Vector2#negate
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
negate: function ()
{
this.x = -this.x;
this.y = -this.y;
return this;
},
/**
* Calculate the distance between this Vector and the given Vector.
*
* @method Phaser.Math.Vector2#distance
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to calculate the distance to.
*
* @return {number} The distance from this Vector to the given Vector.
*/
distance: function (src)
{
var dx = src.x - this.x;
var dy = src.y - this.y;
return Math.sqrt(dx * dx + dy * dy);
},
/**
* Calculate the distance between this Vector and the given Vector, squared.
*
* @method Phaser.Math.Vector2#distanceSq
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector to calculate the distance to.
*
* @return {number} The distance from this Vector to the given Vector, squared.
*/
distanceSq: function (src)
{
var dx = src.x - this.x;
var dy = src.y - this.y;
return dx * dx + dy * dy;
},
/**
* Calculate the length (or magnitude) of this Vector.
*
* @method Phaser.Math.Vector2#length
* @since 3.0.0
*
* @return {number} The length of this Vector.
*/
length: function ()
{
var x = this.x;
var y = this.y;
return Math.sqrt(x * x + y * y);
},
/**
* Calculate the length of this Vector squared.
*
* @method Phaser.Math.Vector2#lengthSq
* @since 3.0.0
*
* @return {number} The length of this Vector, squared.
*/
lengthSq: function ()
{
var x = this.x;
var y = this.y;
return x * x + y * y;
},
/**
* Normalize this Vector.
*
* Makes the vector a unit length vector (magnitude of 1) in the same direction.
*
* @method Phaser.Math.Vector2#normalize
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
normalize: function ()
{
var x = this.x;
var y = this.y;
var len = x * x + y * y;
if (len > 0)
{
len = 1 / Math.sqrt(len);
this.x = x * len;
this.y = y * len;
}
return this;
},
/**
* Right-hand normalize (make unit length) this Vector.
*
* @method Phaser.Math.Vector2#normalizeRightHand
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
normalizeRightHand: function ()
{
var x = this.x;
this.x = this.y * -1;
this.y = x;
return this;
},
/**
* Calculate the dot product of this Vector and the given Vector.
*
* @method Phaser.Math.Vector2#dot
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector2 to dot product with this Vector2.
*
* @return {number} The dot product of this Vector and the given Vector.
*/
dot: function (src)
{
return this.x * src.x + this.y * src.y;
},
/**
* [description]
*
* @method Phaser.Math.Vector2#cross
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - [description]
*
* @return {number} [description]
*/
cross: function (src)
{
return this.x * src.y - this.y * src.x;
},
/**
* Linearly interpolate between this Vector and the given Vector.
*
* Interpolates this Vector towards the given Vector.
*
* @method Phaser.Math.Vector2#lerp
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} src - The Vector2 to interpolate towards.
* @param {number} [t=0] - The interpolation percentage, between 0 and 1.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
lerp: function (src, t)
{
if (t === undefined) { t = 0; }
var ax = this.x;
var ay = this.y;
this.x = ax + t * (src.x - ax);
this.y = ay + t * (src.y - ay);
return this;
},
/**
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector2#transformMat3
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} mat - The Matrix3 to transform this Vector2 with.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
transformMat3: function (mat)
{
var x = this.x;
var y = this.y;
var m = mat.val;
this.x = m[0] * x + m[3] * y + m[6];
this.y = m[1] * x + m[4] * y + m[7];
return this;
},
/**
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector2#transformMat4
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector2 with.
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
transformMat4: function (mat)
{
var x = this.x;
var y = this.y;
var m = mat.val;
this.x = m[0] * x + m[4] * y + m[12];
this.y = m[1] * x + m[5] * y + m[13];
return this;
},
/**
* Make this Vector the zero vector (0, 0).
*
* @method Phaser.Math.Vector2#reset
* @since 3.0.0
*
* @return {Phaser.Math.Vector2} This Vector2.
*/
reset: function ()
{
this.x = 0;
this.y = 0;
return this;
}
});
/**
* A static zero Vector2 for use by reference.
*
* @constant
* @name Phaser.Math.Vector2.ZERO
* @type {Vector2}
* @since 3.1.0
*/
Vector2.ZERO = new Vector2();
module.exports = Vector2;
/***/ }),
/* 4 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var MATH = __webpack_require__(17);
var GetValue = __webpack_require__(71);
// Allowed types:
// Implicit
// {
// x: 4
// }
//
// From function
// {
// x: function ()
// }
//
// Randomly pick one element from the array
// {
// x: [a, b, c, d, e, f]
// }
//
// Random integer between min and max:
// {
// x: { randInt: [min, max] }
// }
//
// Random float between min and max:
// {
// x: { randFloat: [min, max] }
// }
/**
* [description]
*
* @function Phaser.Utils.Objects.GetAdvancedValue
* @since 3.0.0
*
* @param {object} source - [description]
* @param {string} key - [description]
* @param {*} defaultValue - [description]
*
* @return {*} [description]
*/
var GetAdvancedValue = function (source, key, defaultValue)
{
var value = GetValue(source, key, null);
if (value === null)
{
return defaultValue;
}
else if (Array.isArray(value))
{
return MATH.RND.pick(value);
}
else if (typeof value === 'object')
{
if (value.hasOwnProperty('randInt'))
{
return MATH.RND.integerInRange(value.randInt[0], value.randInt[1]);
}
else if (value.hasOwnProperty('randFloat'))
{
return MATH.RND.realInRange(value.randFloat[0], value.randFloat[1]);
}
}
else if (typeof value === 'function')
{
return value(key);
}
return value;
};
module.exports = GetAdvancedValue;
/***/ }),
/* 5 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
var Class = __webpack_require__(0);
/**
* @classdesc
* A representation of a vector in 4D space.
*
* A four-component vector.
*
* @class Vector4
* @memberOf Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {number} [x] - The x component.
* @param {number} [y] - The y component.
* @param {number} [z] - The z component.
* @param {number} [w] - The w component.
*/
var Vector4 = new Class({
initialize:
function Vector4 (x, y, z, w)
{
/**
* The x component of this Vector.
*
* @name Phaser.Math.Vector4#x
* @type {number}
* @default 0
* @since 3.0.0
*/
this.x = 0;
/**
* The y component of this Vector.
*
* @name Phaser.Math.Vector4#y
* @type {number}
* @default 0
* @since 3.0.0
*/
this.y = 0;
/**
* The z component of this Vector.
*
* @name Phaser.Math.Vector4#z
* @type {number}
* @default 0
* @since 3.0.0
*/
this.z = 0;
/**
* The w component of this Vector.
*
* @name Phaser.Math.Vector4#w
* @type {number}
* @default 0
* @since 3.0.0
*/
this.w = 0;
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
this.z = x.z || 0;
this.w = x.w || 0;
}
else
{
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
this.w = w || 0;
}
},
/**
* Make a clone of this Vector4.
*
* @method Phaser.Math.Vector4#clone
* @since 3.0.0
*
* @return {Phaser.Math.Vector4} A clone of this Vector4.
*/
clone: function ()
{
return new Vector4(this.x, this.y, this.z, this.w);
},
/**
* Copy the components of a given Vector into this Vector.
*
* @method Phaser.Math.Vector4#copy
* @since 3.0.0
*
* @param {Phaser.Math.Vector4} src - The Vector to copy the components from.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
copy: function (src)
{
this.x = src.x;
this.y = src.y;
this.z = src.z || 0;
this.w = src.w || 0;
return this;
},
/**
* Check whether this Vector is equal to a given Vector.
*
* Performs a strict quality check against each Vector's components.
*
* @method Phaser.Math.Vector4#equals
* @since 3.0.0
*
* @param {Phaser.Math.Vector4} v - [description]
*
* @return {boolean} [description]
*/
equals: function (v)
{
return ((this.x === v.x) && (this.y === v.y) && (this.z === v.z) && (this.w === v.w));
},
/**
* Set the `x`, `y`, `z` and `w` components of the this Vector to the given `x`, `y`, `z` and `w` values.
*
* @method Phaser.Math.Vector4#set
* @since 3.0.0
*
* @param {(number|object)} x - The x value to set for this Vector, or an object containing x, y, z and w components.
* @param {number} y - The y value to set for this Vector.
* @param {number} z - The z value to set for this Vector.
* @param {number} w - The z value to set for this Vector.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
set: function (x, y, z, w)
{
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
this.z = x.z || 0;
this.w = x.w || 0;
}
else
{
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
this.w = w || 0;
}
return this;
},
/**
* Add a given Vector to this Vector. Addition is component-wise.
*
* @method Phaser.Math.Vector4#add
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to add to this Vector.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
add: function (v)
{
this.x += v.x;
this.y += v.y;
this.z += v.z || 0;
this.w += v.w || 0;
return this;
},
/**
* Subtract the given Vector from this Vector. Subtraction is component-wise.
*
* @method Phaser.Math.Vector4#subtract
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to subtract from this Vector.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
subtract: function (v)
{
this.x -= v.x;
this.y -= v.y;
this.z -= v.z || 0;
this.w -= v.w || 0;
return this;
},
/**
* Scale this Vector by the given value.
*
* @method Phaser.Math.Vector4#scale
* @since 3.0.0
*
* @param {number} scale - The value to scale this Vector by.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
scale: function (scale)
{
this.x *= scale;
this.y *= scale;
this.z *= scale;
this.w *= scale;
return this;
},
/**
* Calculate the length (or magnitude) of this Vector.
*
* @method Phaser.Math.Vector4#length
* @since 3.0.0
*
* @return {number} The length of this Vector.
*/
length: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
var w = this.w;
return Math.sqrt(x * x + y * y + z * z + w * w);
},
/**
* Calculate the length of this Vector squared.
*
* @method Phaser.Math.Vector4#lengthSq
* @since 3.0.0
*
* @return {number} The length of this Vector, squared.
*/
lengthSq: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
var w = this.w;
return x * x + y * y + z * z + w * w;
},
/**
* Normalize this Vector.
*
* Makes the vector a unit length vector (magnitude of 1) in the same direction.
*
* @method Phaser.Math.Vector4#normalize
* @since 3.0.0
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
normalize: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
var w = this.w;
var len = x * x + y * y + z * z + w * w;
if (len > 0)
{
len = 1 / Math.sqrt(len);
this.x = x * len;
this.y = y * len;
this.z = z * len;
this.w = w * len;
}
return this;
},
/**
* Calculate the dot product of this Vector and the given Vector.
*
* @method Phaser.Math.Vector4#dot
* @since 3.0.0
*
* @param {Phaser.Math.Vector4} v - The Vector4 to dot product with this Vector4.
*
* @return {number} The dot product of this Vector and the given Vector.
*/
dot: function (v)
{
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
},
/**
* Linearly interpolate between this Vector and the given Vector.
*
* Interpolates this Vector towards the given Vector.
*
* @method Phaser.Math.Vector4#lerp
* @since 3.0.0
*
* @param {Phaser.Math.Vector4} v - The Vector4 to interpolate towards.
* @param {number} [t=0] - The interpolation percentage, between 0 and 1.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
lerp: function (v, t)
{
if (t === undefined) { t = 0; }
var ax = this.x;
var ay = this.y;
var az = this.z;
var aw = this.w;
this.x = ax + t * (v.x - ax);
this.y = ay + t * (v.y - ay);
this.z = az + t * (v.z - az);
this.w = aw + t * (v.w - aw);
return this;
},
/**
* Perform a component-wise multiplication between this Vector and the given Vector.
*
* Multiplies this Vector by the given Vector.
*
* @method Phaser.Math.Vector4#multiply
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to multiply this Vector by.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
multiply: function (v)
{
this.x *= v.x;
this.y *= v.y;
this.z *= v.z || 1;
this.w *= v.w || 1;
return this;
},
/**
* Perform a component-wise division between this Vector and the given Vector.
*
* Divides this Vector by the given Vector.
*
* @method Phaser.Math.Vector4#divide
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to divide this Vector by.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
divide: function (v)
{
this.x /= v.x;
this.y /= v.y;
this.z /= v.z || 1;
this.w /= v.w || 1;
return this;
},
/**
* Calculate the distance between this Vector and the given Vector.
*
* @method Phaser.Math.Vector4#distance
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - [description]
*
* @return {number} The distance from this Vector to the given Vector.
*/
distance: function (v)
{
var dx = v.x - this.x;
var dy = v.y - this.y;
var dz = v.z - this.z || 0;
var dw = v.w - this.w || 0;
return Math.sqrt(dx * dx + dy * dy + dz * dz + dw * dw);
},
/**
* Calculate the distance between this Vector and the given Vector, squared.
*
* @method Phaser.Math.Vector4#distanceSq
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to calculate the distance to.
*
* @return {number} The distance from this Vector to the given Vector, squared.
*/
distanceSq: function (v)
{
var dx = v.x - this.x;
var dy = v.y - this.y;
var dz = v.z - this.z || 0;
var dw = v.w - this.w || 0;
return dx * dx + dy * dy + dz * dz + dw * dw;
},
/**
* Negate the `x`, `y`, `z` and `w` components of this Vector.
*
* @method Phaser.Math.Vector4#negate
* @since 3.0.0
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
negate: function ()
{
this.x = -this.x;
this.y = -this.y;
this.z = -this.z;
this.w = -this.w;
return this;
},
/**
* Transform this Vector with the given Matrix.
*
* @method Phaser.Math.Vector4#transformMat4
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector4 with.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
transformMat4: function (mat)
{
var x = this.x;
var y = this.y;
var z = this.z;
var w = this.w;
var m = mat.val;
this.x = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
this.y = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
this.z = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
this.w = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
return this;
},
/**
* Transform this Vector with the given Quaternion.
*
* @method Phaser.Math.Vector4#transformQuat
* @since 3.0.0
*
* @param {Phaser.Math.Quaternion} q - The Quaternion to transform this Vector with.
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
transformQuat: function (q)
{
// TODO: is this really the same as Vector3?
// Also, what about this: http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/
// benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
var x = this.x;
var y = this.y;
var z = this.z;
var qx = q.x;
var qy = q.y;
var qz = q.z;
var qw = q.w;
// calculate quat * vec
var ix = qw * x + qy * z - qz * y;
var iy = qw * y + qz * x - qx * z;
var iz = qw * z + qx * y - qy * x;
var iw = -qx * x - qy * y - qz * z;
// calculate result * inverse quat
this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
return this;
},
/**
* Make this Vector the zero vector (0, 0, 0, 0).
*
* @method Phaser.Math.Vector4#reset
* @since 3.0.0
*
* @return {Phaser.Math.Vector4} This Vector4.
*/
reset: function ()
{
this.x = 0;
this.y = 0;
this.z = 0;
this.w = 0;
return this;
}
});
// TODO: Check if these are required internally, if not, remove.
Vector4.prototype.sub = Vector4.prototype.subtract;
Vector4.prototype.mul = Vector4.prototype.multiply;
Vector4.prototype.div = Vector4.prototype.divide;
Vector4.prototype.dist = Vector4.prototype.distance;
Vector4.prototype.distSq = Vector4.prototype.distanceSq;
Vector4.prototype.len = Vector4.prototype.length;
Vector4.prototype.lenSq = Vector4.prototype.lengthSq;
module.exports = Vector4;
/***/ }),
/* 6 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A NOOP (No Operation) callback function.
*
* Used internally by Phaser when it's more expensive to determine if a callback exists
* than it is to just invoke an empty function.
*
* @function Phaser.Utils.NOOP
* @since 3.0.0
*/
var NOOP = function ()
{
// NOOP
};
module.exports = NOOP;
/***/ }),
/* 7 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Wrap the given `value` between `min` and `max.
*
* @function Phaser.Math.Wrap
* @since 3.0.0
*
* @param {number} value - The value to wrap.
* @param {number} min - The minimum value.
* @param {number} max - The maximum value.
*
* @return {number} The wrapped value.
*/
var Wrap = function (value, min, max)
{
var range = max - min;
return (min + ((((value - min) % range) + range) % range));
};
module.exports = Wrap;
/***/ }),
/* 8 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(0);
/**
* @classdesc
* A Matrix used for display transformations for rendering.
*
* It is represented like so:
*
* ```
* | a | c | tx |
* | b | d | ty |
* | 0 | 0 | 1 |
* ```
*
* @class TransformMatrix
* @memberOf Phaser.GameObjects.Components
* @constructor
* @since 3.0.0
*
* @param {number} [a=1] - The Scale X value.
* @param {number} [b=0] - The Shear Y value.
* @param {number} [c=0] - The Shear X value.
* @param {number} [d=1] - The Scale Y value.
* @param {number} [tx=0] - The Translate X value.
* @param {number} [ty=0] - The Translate Y value.
*/
var TransformMatrix = new Class({
initialize:
function TransformMatrix (a, b, c, d, tx, ty)
{
if (a === undefined) { a = 1; }
if (b === undefined) { b = 0; }
if (c === undefined) { c = 0; }
if (d === undefined) { d = 1; }
if (tx === undefined) { tx = 0; }
if (ty === undefined) { ty = 0; }
/**
* The matrix values.
*
* @name Phaser.GameObjects.Components.TransformMatrix#matrix
* @type {Float32Array}
* @since 3.0.0
*/
this.matrix = new Float32Array([ a, b, c, d, tx, ty, 0, 0, 1 ]);
/**
* The decomposed matrix.
*
* @name Phaser.GameObjects.Components.TransformMatrix#decomposedMatrix
* @type {object}
* @since 3.0.0
*/
this.decomposedMatrix = {
translateX: 0,
translateY: 0,
scaleX: 1,
scaleY: 1,
rotation: 0
};
},
/**
* The Scale X value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#a
* @type {number}
* @since 3.4.0
*/
a: {
get: function ()
{
return this.matrix[0];
},
set: function (value)
{
this.matrix[0] = value;
}
},
/**
* The Shear Y value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#b
* @type {number}
* @since 3.4.0
*/
b: {
get: function ()
{
return this.matrix[1];
},
set: function (value)
{
this.matrix[1] = value;
}
},
/**
* The Shear X value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#c
* @type {number}
* @since 3.4.0
*/
c: {
get: function ()
{
return this.matrix[2];
},
set: function (value)
{
this.matrix[2] = value;
}
},
/**
* The Scale Y value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#d
* @type {number}
* @since 3.4.0
*/
d: {
get: function ()
{
return this.matrix[3];
},
set: function (value)
{
this.matrix[3] = value;
}
},
/**
* The Translate X value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#e
* @type {number}
* @since 3.11.0
*/
e: {
get: function ()
{
return this.matrix[4];
},
set: function (value)
{
this.matrix[4] = value;
}
},
/**
* The Translate Y value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#f
* @type {number}
* @since 3.11.0
*/
f: {
get: function ()
{
return this.matrix[5];
},
set: function (value)
{
this.matrix[5] = value;
}
},
/**
* The Translate X value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#tx
* @type {number}
* @since 3.4.0
*/
tx: {
get: function ()
{
return this.matrix[4];
},
set: function (value)
{
this.matrix[4] = value;
}
},
/**
* The Translate Y value.
*
* @name Phaser.GameObjects.Components.TransformMatrix#ty
* @type {number}
* @since 3.4.0
*/
ty: {
get: function ()
{
return this.matrix[5];
},
set: function (value)
{
this.matrix[5] = value;
}
},
/**
* The rotation of the Matrix.
*
* @name Phaser.GameObjects.Components.TransformMatrix#rotation
* @type {number}
* @readOnly
* @since 3.4.0
*/
rotation: {
get: function ()
{
return Math.acos(this.a / this.scaleX) * (Math.atan(-this.c / this.a) < 0 ? -1 : 1);
}
},
/**
* The horizontal scale of the Matrix.
*
* @name Phaser.GameObjects.Components.TransformMatrix#scaleX
* @type {number}
* @readOnly
* @since 3.4.0
*/
scaleX: {
get: function ()
{
return Math.sqrt((this.a * this.a) + (this.c * this.c));
}
},
/**
* The vertical scale of the Matrix.
*
* @name Phaser.GameObjects.Components.TransformMatrix#scaleY
* @type {number}
* @readOnly
* @since 3.4.0
*/
scaleY: {
get: function ()
{
return Math.sqrt((this.b * this.b) + (this.d * this.d));
}
},
/**
* Reset the Matrix to an identity matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#loadIdentity
* @since 3.0.0
*
* @return {this} This TransformMatrix.
*/
loadIdentity: function ()
{
var matrix = this.matrix;
matrix[0] = 1;
matrix[1] = 0;
matrix[2] = 0;
matrix[3] = 1;
matrix[4] = 0;
matrix[5] = 0;
return this;
},
/**
* Translate the Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#translate
* @since 3.0.0
*
* @param {number} x - The horizontal translation value.
* @param {number} y - The vertical translation value.
*
* @return {this} This TransformMatrix.
*/
translate: function (x, y)
{
var matrix = this.matrix;
matrix[4] = matrix[0] * x + matrix[2] * y + matrix[4];
matrix[5] = matrix[1] * x + matrix[3] * y + matrix[5];
return this;
},
/**
* Scale the Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#scale
* @since 3.0.0
*
* @param {number} x - The horizontal scale value.
* @param {number} y - The vertical scale value.
*
* @return {this} This TransformMatrix.
*/
scale: function (x, y)
{
var matrix = this.matrix;
matrix[0] *= x;
matrix[1] *= x;
matrix[2] *= y;
matrix[3] *= y;
return this;
},
/**
* Rotate the Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#rotate
* @since 3.0.0
*
* @param {number} angle - The angle of rotation in radians.
*
* @return {this} This TransformMatrix.
*/
rotate: function (angle)
{
var sin = Math.sin(angle);
var cos = Math.cos(angle);
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
matrix[0] = a * cos + c * sin;
matrix[1] = b * cos + d * sin;
matrix[2] = a * -sin + c * cos;
matrix[3] = b * -sin + d * cos;
return this;
},
/**
* Multiply this Matrix by the given Matrix.
*
* If an `out` Matrix is given then the results will be stored in it.
* If it is not given, this matrix will be updated in place instead.
* Use an `out` Matrix if you do not wish to mutate this matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#multiply
* @since 3.0.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} rhs - The Matrix to multiply by.
* @param {Phaser.GameObjects.Components.TransformMatrix} [out] - An optional Matrix to store the results in.
*
* @return {Phaser.GameObjects.Components.TransformMatrix} Either this TransformMatrix, or the `out` Matrix, if given in the arguments.
*/
multiply: function (rhs, out)
{
var matrix = this.matrix;
var source = rhs.matrix;
var localA = matrix[0];
var localB = matrix[1];
var localC = matrix[2];
var localD = matrix[3];
var localE = matrix[4];
var localF = matrix[5];
var sourceA = source[0];
var sourceB = source[1];
var sourceC = source[2];
var sourceD = source[3];
var sourceE = source[4];
var sourceF = source[5];
var destinationMatrix = (out === undefined) ? this : out;
destinationMatrix.a = sourceA * localA + sourceB * localC;
destinationMatrix.b = sourceA * localB + sourceB * localD;
destinationMatrix.c = sourceC * localA + sourceD * localC;
destinationMatrix.d = sourceC * localB + sourceD * localD;
destinationMatrix.e = sourceE * localA + sourceF * localC + localE;
destinationMatrix.f = sourceE * localB + sourceF * localD + localF;
return destinationMatrix;
},
/**
* Multiply this Matrix by the matrix given, including the offset.
*
* The offsetX is added to the tx value: `offsetX * a + offsetY * c + tx`.
* The offsetY is added to the ty value: `offsetY * b + offsetY * d + ty`.
*
* @method Phaser.GameObjects.Components.TransformMatrix#multiplyWithOffset
* @since 3.11.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} src - The source Matrix to copy from.
* @param {number} offsetX - Horizontal offset to factor in to the multiplication.
* @param {number} offsetY - Vertical offset to factor in to the multiplication.
*
* @return {this} This TransformMatrix.
*/
multiplyWithOffset: function (src, offsetX, offsetY)
{
var matrix = this.matrix;
var otherMatrix = src.matrix;
var a0 = matrix[0];
var b0 = matrix[1];
var c0 = matrix[2];
var d0 = matrix[3];
var tx0 = matrix[4];
var ty0 = matrix[5];
var pse = offsetX * a0 + offsetY * c0 + tx0;
var psf = offsetX * b0 + offsetY * d0 + ty0;
var a1 = otherMatrix[0];
var b1 = otherMatrix[1];
var c1 = otherMatrix[2];
var d1 = otherMatrix[3];
var tx1 = otherMatrix[4];
var ty1 = otherMatrix[5];
matrix[0] = a1 * a0 + b1 * c0;
matrix[1] = a1 * b0 + b1 * d0;
matrix[2] = c1 * a0 + d1 * c0;
matrix[3] = c1 * b0 + d1 * d0;
matrix[4] = tx1 * a0 + ty1 * c0 + pse;
matrix[5] = tx1 * b0 + ty1 * d0 + psf;
return this;
},
/**
* Transform the Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#transform
* @since 3.0.0
*
* @param {number} a - The Scale X value.
* @param {number} b - The Shear Y value.
* @param {number} c - The Shear X value.
* @param {number} d - The Scale Y value.
* @param {number} tx - The Translate X value.
* @param {number} ty - The Translate Y value.
*
* @return {this} This TransformMatrix.
*/
transform: function (a, b, c, d, tx, ty)
{
var matrix = this.matrix;
var a0 = matrix[0];
var b0 = matrix[1];
var c0 = matrix[2];
var d0 = matrix[3];
var tx0 = matrix[4];
var ty0 = matrix[5];
matrix[0] = a * a0 + b * c0;
matrix[1] = a * b0 + b * d0;
matrix[2] = c * a0 + d * c0;
matrix[3] = c * b0 + d * d0;
matrix[4] = tx * a0 + ty * c0 + tx0;
matrix[5] = tx * b0 + ty * d0 + ty0;
return this;
},
/**
* Transform a point using this Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#transformPoint
* @since 3.0.0
*
* @param {number} x - The x coordinate of the point to transform.
* @param {number} y - The y coordinate of the point to transform.
* @param {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} point - The Point object to store the transformed coordinates.
*
* @return {(Phaser.Geom.Point|Phaser.Math.Vector2|object)} The Point containing the transformed coordinates.
*/
transformPoint: function (x, y, point)
{
if (point === undefined) { point = { x: 0, y: 0 }; }
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
var tx = matrix[4];
var ty = matrix[5];
point.x = x * a + y * c + tx;
point.y = x * b + y * d + ty;
return point;
},
/**
* Invert the Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#invert
* @since 3.0.0
*
* @return {this} This TransformMatrix.
*/
invert: function ()
{
var matrix = this.matrix;
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
var tx = matrix[4];
var ty = matrix[5];
var n = a * d - b * c;
matrix[0] = d / n;
matrix[1] = -b / n;
matrix[2] = -c / n;
matrix[3] = a / n;
matrix[4] = (c * ty - d * tx) / n;
matrix[5] = -(a * ty - b * tx) / n;
return this;
},
/**
* Set the values of this Matrix to copy those of the matrix given.
*
* @method Phaser.GameObjects.Components.TransformMatrix#copyFrom
* @since 3.11.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} src - The source Matrix to copy from.
*
* @return {this} This TransformMatrix.
*/
copyFrom: function (src)
{
var matrix = this.matrix;
matrix[0] = src.a;
matrix[1] = src.b;
matrix[2] = src.c;
matrix[3] = src.d;
matrix[4] = src.e;
matrix[5] = src.f;
return this;
},
/**
* Set the values of this Matrix to copy those of the array given.
* Where array indexes 0, 1, 2, 3, 4 and 5 are mapped to a, b, c, d, e and f.
*
* @method Phaser.GameObjects.Components.TransformMatrix#copyFromArray
* @since 3.11.0
*
* @param {array} src - The array of values to set into this matrix.
*
* @return {this} This TransformMatrix.
*/
copyFromArray: function (src)
{
var matrix = this.matrix;
matrix[0] = src[0];
matrix[1] = src[1];
matrix[2] = src[2];
matrix[3] = src[3];
matrix[4] = src[4];
matrix[5] = src[5];
return this;
},
/**
* Copy the values from this Matrix to the given Canvas Rendering Context.
* This will use the Context.transform method.
*
* @method Phaser.GameObjects.Components.TransformMatrix#copyToContext
* @since 3.12.0
*
* @param {CanvasRenderingContext2D} ctx - The Canvas Rendering Context to copy the matrix values to.
*
* @return {CanvasRenderingContext2D} The Canvas Rendering Context.
*/
copyToContext: function (ctx)
{
var matrix = this.matrix;
ctx.transform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]);
return ctx;
},
/**
* Copy the values from this Matrix to the given Canvas Rendering Context.
* This will use the Context.setTransform method.
*
* @method Phaser.GameObjects.Components.TransformMatrix#setToContext
* @since 3.12.0
*
* @param {CanvasRenderingContext2D} ctx - The Canvas Rendering Context to copy the matrix values to.
*
* @return {CanvasRenderingContext2D} The Canvas Rendering Context.
*/
setToContext: function (ctx)
{
var matrix = this.matrix;
ctx.setTransform(matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]);
return ctx;
},
/**
* Copy the values in this Matrix to the array given.
*
* Where array indexes 0, 1, 2, 3, 4 and 5 are mapped to a, b, c, d, e and f.
*
* @method Phaser.GameObjects.Components.TransformMatrix#copyToArray
* @since 3.12.0
*
* @param {array} [out] - The array to copy the matrix values in to.
*
* @return {array} An array where elements 0 to 5 contain the values from this matrix.
*/
copyToArray: function (out)
{
var matrix = this.matrix;
if (out === undefined)
{
out = [ matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5] ];
}
else
{
out[0] = matrix[0];
out[1] = matrix[1];
out[2] = matrix[2];
out[3] = matrix[3];
out[4] = matrix[4];
out[5] = matrix[5];
}
return out;
},
/**
* Set the values of this Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#setTransform
* @since 3.0.0
*
* @param {number} a - The Scale X value.
* @param {number} b - The Shear Y value.
* @param {number} c - The Shear X value.
* @param {number} d - The Scale Y value.
* @param {number} tx - The Translate X value.
* @param {number} ty - The Translate Y value.
*
* @return {this} This TransformMatrix.
*/
setTransform: function (a, b, c, d, tx, ty)
{
var matrix = this.matrix;
matrix[0] = a;
matrix[1] = b;
matrix[2] = c;
matrix[3] = d;
matrix[4] = tx;
matrix[5] = ty;
return this;
},
/**
* Decompose this Matrix into its translation, scale and rotation values.
*
* @method Phaser.GameObjects.Components.TransformMatrix#decomposeMatrix
* @since 3.0.0
*
* @return {object} The decomposed Matrix.
*/
decomposeMatrix: function ()
{
var decomposedMatrix = this.decomposedMatrix;
var matrix = this.matrix;
// a = scale X (1)
// b = shear Y (0)
// c = shear X (0)
// d = scale Y (1)
var a = matrix[0];
var b = matrix[1];
var c = matrix[2];
var d = matrix[3];
var a2 = a * a;
var b2 = b * b;
var c2 = c * c;
var d2 = d * d;
var sx = Math.sqrt(a2 + c2);
var sy = Math.sqrt(b2 + d2);
decomposedMatrix.translateX = matrix[4];
decomposedMatrix.translateY = matrix[5];
decomposedMatrix.scaleX = sx;
decomposedMatrix.scaleY = sy;
decomposedMatrix.rotation = Math.acos(a / sx) * (Math.atan(-c / a) < 0 ? -1 : 1);
return decomposedMatrix;
},
/**
* Apply the identity, translate, rotate and scale operations on the Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#applyITRS
* @since 3.0.0
*
* @param {number} x - The horizontal translation.
* @param {number} y - The vertical translation.
* @param {number} rotation - The angle of rotation in radians.
* @param {number} scaleX - The horizontal scale.
* @param {number} scaleY - The vertical scale.
*
* @return {this} This TransformMatrix.
*/
applyITRS: function (x, y, rotation, scaleX, scaleY)
{
var matrix = this.matrix;
var radianSin = Math.sin(rotation);
var radianCos = Math.cos(rotation);
// Translate
matrix[4] = x;
matrix[5] = y;
// Rotate and Scale
matrix[0] = radianCos * scaleX;
matrix[1] = radianSin * scaleX;
matrix[2] = -radianSin * scaleY;
matrix[3] = radianCos * scaleY;
return this;
},
/**
* Returns the X component of this matrix multiplied by the given values.
* This is the same as `x * a + y * c + e`.
*
* @method Phaser.GameObjects.Components.TransformMatrix#getX
* @since 3.12.0
*
* @param {number} x - The x value.
* @param {number} y - The y value.
*
* @return {number} The calculated x value.
*/
getX: function (x, y)
{
return x * this.a + y * this.c + this.e;
},
/**
* Returns the Y component of this matrix multiplied by the given values.
* This is the same as `x * b + y * d + f`.
*
* @method Phaser.GameObjects.Components.TransformMatrix#getY
* @since 3.12.0
*
* @param {number} x - The x value.
* @param {number} y - The y value.
*
* @return {number} The calculated y value.
*/
getY: function (x, y)
{
return x * this.b + y * this.d + this.f;
},
/**
* Returns a string that can be used in a CSS Transform call as a `matrix` property.
*
* @method Phaser.GameObjects.Components.TransformMatrix#getCSSMatrix
* @since 3.12.0
*
* @return {string} A string containing the CSS Transform matrix values.
*/
getCSSMatrix: function ()
{
var m = this.matrix;
return 'matrix(' + m[0] + ',' + m[1] + ',' + m[2] + ',' + m[3] + ',' + m[4] + ',' + m[5] + ')';
},
/**
* Destroys this Transform Matrix.
*
* @method Phaser.GameObjects.Components.TransformMatrix#destroy
* @since 3.4.0
*/
destroy: function ()
{
this.matrix = null;
this.decomposedMatrix = null;
}
});
module.exports = TransformMatrix;
/***/ }),
/* 9 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* [description]
*
* @function Phaser.Geom.Rectangle.Perimeter
* @since 3.0.0
*
* @param {Phaser.Geom.Rectangle} rect - [description]
*
* @return {number} [description]
*/
var Perimeter = function (rect)
{
return 2 * (rect.width + rect.height);
};
module.exports = Perimeter;
/***/ }),
/* 10 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Perimeter = __webpack_require__(9);
var Point = __webpack_require__(1);
/**
* Position is a value between 0 and 1 where 0 = the top-left of the rectangle and 0.5 = the bottom right.
*
* @function Phaser.Geom.Rectangle.GetPoint
* @since 3.0.0
*
* @generic {Phaser.Geom.Point} O - [out,$return]
*
* @param {Phaser.Geom.Rectangle} rectangle - [description]
* @param {number} position - [description]
* @param {(Phaser.Geom.Point|object)} [out] - [description]
*
* @return {Phaser.Geom.Point} [description]
*/
var GetPoint = function (rectangle, position, out)
{
if (out === undefined) { out = new Point(); }
if (position <= 0 || position >= 1)
{
out.x = rectangle.x;
out.y = rectangle.y;
return out;
}
var p = Perimeter(rectangle) * position;
if (position > 0.5)
{
p -= (rectangle.width + rectangle.height);
if (p <= rectangle.width)
{
// Face 3
out.x = rectangle.right - p;
out.y = rectangle.bottom;
}
else
{
// Face 4
out.x = rectangle.x;
out.y = rectangle.bottom - (p - rectangle.width);
}
}
else if (p <= rectangle.width)
{
// Face 1
out.x = rectangle.x + p;
out.y = rectangle.y;
}
else
{
// Face 2
out.x = rectangle.right;
out.y = rectangle.y + (p - rectangle.width);
}
return out;
};
module.exports = GetPoint;
/***/ }),
/* 11 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @namespace Phaser.GameObjects.Components
*/
module.exports = {
Alpha: __webpack_require__(62),
Animation: __webpack_require__(60),
BlendMode: __webpack_require__(59),
ComputedSize: __webpack_require__(58),
Crop: __webpack_require__(57),
Depth: __webpack_require__(56),
Flip: __webpack_require__(55),
GetBounds: __webpack_require__(54),
Mask: __webpack_require__(43),
Origin: __webpack_require__(40),
Pipeline: __webpack_require__(39),
ScaleMode: __webpack_require__(38),
ScrollFactor: __webpack_require__(37),
Size: __webpack_require__(36),
Texture: __webpack_require__(35),
TextureCrop: __webpack_require__(34),
Tint: __webpack_require__(33),
ToJSON: __webpack_require__(32),
Transform: __webpack_require__(31),
TransformMatrix: __webpack_require__(8),
Visible: __webpack_require__(28)
};
/***/ }),
/* 12 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(0);
var Components = __webpack_require__(11);
var DataManager = __webpack_require__(27);
var EventEmitter = __webpack_require__(26);
/**
* @classdesc
* The base class that all Game Objects extend.
* You don't create GameObjects directly and they cannot be added to the display list.
* Instead, use them as the base for your own custom classes.
*
* @class GameObject
* @memberOf Phaser.GameObjects
* @extends Phaser.Events.EventEmitter
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs.
* @param {string} type - A textual representation of the type of Game Object, i.e. `sprite`.
*/
var GameObject = new Class({
Extends: EventEmitter,
initialize:
function GameObject (scene, type)
{
EventEmitter.call(this);
/**
* The Scene to which this Game Object belongs.
* Game Objects can only belong to one Scene.
*
* @name Phaser.GameObjects.GameObject#scene
* @type {Phaser.Scene}
* @protected
* @since 3.0.0
*/
this.scene = scene;
/**
* A textual representation of this Game Object, i.e. `sprite`.
* Used internally by Phaser but is available for your own custom classes to populate.
*
* @name Phaser.GameObjects.GameObject#type
* @type {string}
* @since 3.0.0
*/
this.type = type;
/**
* The parent Container of this Game Object, if it has one.
*
* @name Phaser.GameObjects.GameObject#parentContainer
* @type {Phaser.GameObjects.Container}
* @since 3.4.0
*/
this.parentContainer = null;
/**
* The name of this Game Object.
* Empty by default and never populated by Phaser, this is left for developers to use.
*
* @name Phaser.GameObjects.GameObject#name
* @type {string}
* @default ''
* @since 3.0.0
*/
this.name = '';
/**
* The active state of this Game Object.
* A Game Object with an active state of `true` is processed by the Scenes UpdateList, if added to it.
* An active object is one which is having its logic and internal systems updated.
*
* @name Phaser.GameObjects.GameObject#active
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.active = true;
/**
* The Tab Index of the Game Object.
* Reserved for future use by plugins and the Input Manager.
*
* @name Phaser.GameObjects.GameObject#tabIndex
* @type {integer}
* @default -1
* @since 3.0.0
*/
this.tabIndex = -1;
/**
* A Data Manager.
* It allows you to store, query and get key/value paired information specific to this Game Object.
* `null` by default. Automatically created if you use `getData` or `setData` or `setDataEnabled`.
*
* @name Phaser.GameObjects.GameObject#data
* @type {Phaser.Data.DataManager}
* @default null
* @since 3.0.0
*/
this.data = null;
/**
* The flags that are compared against `RENDER_MASK` to determine if this Game Object will render or not.
* The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively.
* If those components are not used by your custom class then you can use this bitmask as you wish.
*
* @name Phaser.GameObjects.GameObject#renderFlags
* @type {integer}
* @default 15
* @since 3.0.0
*/
this.renderFlags = 15;
/**
* A bitmask that controls if this Game Object is drawn by a Camera or not.
* Not usually set directly, instead call `Camera.ignore`, however you can
* set this property directly using the Camera.id property:
*
* @example
* this.cameraFilter |= camera.id
*
* @name Phaser.GameObjects.GameObject#cameraFilter
* @type {number}
* @default 0
* @since 3.0.0
*/
this.cameraFilter = 0;
/**
* If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
* Not usually set directly. Instead call `GameObject.setInteractive()`.
*
* @name Phaser.GameObjects.GameObject#input
* @type {?Phaser.Input.InteractiveObject}
* @default null
* @since 3.0.0
*/
this.input = null;
/**
* If this Game Object is enabled for physics then this property will contain a reference to a Physics Body.
*
* @name Phaser.GameObjects.GameObject#body
* @type {?(object|Phaser.Physics.Arcade.Body|Phaser.Physics.Impact.Body)}
* @default null
* @since 3.0.0
*/
this.body = null;
/**
* This Game Object will ignore all calls made to its destroy method if this flag is set to `true`.
* This includes calls that may come from a Group, Container or the Scene itself.
* While it allows you to persist a Game Object across Scenes, please understand you are entirely
* responsible for managing references to and from this Game Object.
*
* @name Phaser.GameObjects.GameObject#ignoreDestroy
* @type {boolean}
* @default false
* @since 3.5.0
*/
this.ignoreDestroy = false;
// Tell the Scene to re-sort the children
scene.sys.queueDepthSort();
scene.sys.events.once('shutdown', this.destroy, this);
},
/**
* Sets the `active` property of this Game Object and returns this Game Object for further chaining.
* A Game Object with its `active` property set to `true` will be updated by the Scenes UpdateList.
*
* @method Phaser.GameObjects.GameObject#setActive
* @since 3.0.0
*
* @param {boolean} value - True if this Game Object should be set as active, false if not.
*
* @return {this} This GameObject.
*/
setActive: function (value)
{
this.active = value;
return this;
},
/**
* Sets the `name` property of this Game Object and returns this Game Object for further chaining.
* The `name` property is not populated by Phaser and is presented for your own use.
*
* @method Phaser.GameObjects.GameObject#setName
* @since 3.0.0
*
* @param {string} value - The name to be given to this Game Object.
*
* @return {this} This GameObject.
*/
setName: function (value)
{
this.name = value;
return this;
},
/**
* Adds a Data Manager component to this Game Object.
*
* @method Phaser.GameObjects.GameObject#setDataEnabled
* @since 3.0.0
* @see Phaser.Data.DataManager
*
* @return {this} This GameObject.
*/
setDataEnabled: function ()
{
if (!this.data)
{
this.data = new DataManager(this);
}
return this;
},
/**
* Allows you to store a key value pair within this Game Objects Data Manager.
*
* If the Game Object has not been enabled for data (via `setDataEnabled`) then it will be enabled
* before setting the value.
*
* If the key doesn't already exist in the Data Manager then it is created.
*
* ```javascript
* sprite.setData('name', 'Red Gem Stone');
* ```
*
* You can also pass in an object of key value pairs as the first argument:
*
* ```javascript
* sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
* ```
*
* To get a value back again you can call `getData`:
*
* ```javascript
* sprite.getData('gold');
* ```
*
* Or you can access the value directly via the `values` property, where it works like any other variable:
*
* ```javascript
* sprite.data.values.gold += 50;
* ```
*
* When the value is first set, a `setdata` event is emitted from this Game Object.
*
* If the key already exists, a `changedata` event is emitted instead, along an event named after the key.
* For example, if you updated an existing key called `PlayerLives` then it would emit the event `changedata_PlayerLives`.
* These events will be emitted regardless if you use this method to set the value, or the direct `values` setter.
*
* Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
* This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.
*
* @method Phaser.GameObjects.GameObject#setData
* @since 3.0.0
*
* @param {(string|object)} key - The key to set the value for. Or an object or key value pairs. If an object the `data` argument is ignored.
* @param {*} data - The value to set for the given key. If an object is provided as the key this argument is ignored.
*
* @return {this} This GameObject.
*/
setData: function (key, value)
{
if (!this.data)
{
this.data = new DataManager(this);
}
this.data.set(key, value);
return this;
},
/**
* Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.
*
* You can also access values via the `values` object. For example, if you had a key called `gold` you can do either:
*
* ```javascript
* sprite.getData('gold');
* ```
*
* Or access the value directly:
*
* ```javascript
* sprite.data.values.gold;
* ```
*
* You can also pass in an array of keys, in which case an array of values will be returned:
*
* ```javascript
* sprite.getData([ 'gold', 'armor', 'health' ]);
* ```
*
* This approach is useful for destructuring arrays in ES6.
*
* @method Phaser.GameObjects.GameObject#getData
* @since 3.0.0
*
* @param {(string|string[])} key - The key of the value to retrieve, or an array of keys.
*
* @return {*} The value belonging to the given key, or an array of values, the order of which will match the input array.
*/
getData: function (key)
{
if (!this.data)
{
this.data = new DataManager(this);
}
return this.data.get(key);
},
/**
* Pass this Game Object to the Input Manager to enable it for Input.
*
* Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area
* for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced
* input detection.
*
* If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If
* this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific
* shape for it to use.
*
* You can also provide an Input Configuration Object as the only argument to this method.
*
* @method Phaser.GameObjects.GameObject#setInteractive
* @since 3.0.0
*
* @param {(Phaser.Input.InputConfiguration|any)} [shape] - Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.
* @param {HitAreaCallback} [callback] - A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.
* @param {boolean} [dropZone=false] - Should this Game Object be treated as a drop zone target?
*
* @return {this} This GameObject.
*/
setInteractive: function (shape, callback, dropZone)
{
this.scene.sys.input.enable(this, shape, callback, dropZone);
return this;
},
/**
* If this Game Object has previously been enabled for input, this will disable it.
*
* An object that is disabled for input stops processing or being considered for
* input events, but can be turned back on again at any time by simply calling
* `setInteractive()` with no arguments provided.
*
* If want to completely remove interaction from this Game Object then use `removeInteractive` instead.
*
* @method Phaser.GameObjects.GameObject#disableInteractive
* @since 3.7.0
*
* @return {this} This GameObject.
*/
disableInteractive: function ()
{
if (this.input)
{
this.input.enabled = false;
}
return this;
},
/**
* If this Game Object has previously been enabled for input, this will queue it
* for removal, causing it to no longer be interactive. The removal happens on
* the next game step, it is not immediate.
*
* The Interactive Object that was assigned to this Game Object will be destroyed,
* removed from the Input Manager and cleared from this Game Object.
*
* If you wish to re-enable this Game Object at a later date you will need to
* re-create its InteractiveObject by calling `setInteractive` again.
*
* If you wish to only temporarily stop an object from receiving input then use
* `disableInteractive` instead, as that toggles the interactive state, where-as
* this erases it completely.
*
* If you wish to resize a hit area, don't remove and then set it as being
* interactive. Instead, access the hitarea object directly and resize the shape
* being used. I.e.: `sprite.input.hitArea.setSize(width, height)` (assuming the
* shape is a Rectangle, which it is by default.)
*
* @method Phaser.GameObjects.GameObject#removeInteractive
* @since 3.7.0
*
* @return {this} This GameObject.
*/
removeInteractive: function ()
{
this.scene.sys.input.clear(this);
this.input = undefined;
return this;
},
/**
* To be overridden by custom GameObjects. Allows base objects to be used in a Pool.
*
* @method Phaser.GameObjects.GameObject#update
* @since 3.0.0
*
* @param {...*} [args] - args
*/
update: function ()
{
},
/**
* Returns a JSON representation of the Game Object.
*
* @method Phaser.GameObjects.GameObject#toJSON
* @since 3.0.0
*
* @return {JSONGameObject} A JSON representation of the Game Object.
*/
toJSON: function ()
{
return Components.ToJSON(this);
},
/**
* Compares the renderMask with the renderFlags to see if this Game Object will render or not.
* Also checks the Game Object against the given Cameras exclusion list.
*
* @method Phaser.GameObjects.GameObject#willRender
* @since 3.0.0
*
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to check against this Game Object.
*
* @return {boolean} True if the Game Object should be rendered, otherwise false.
*/
willRender: function (camera)
{
return !(GameObject.RENDER_MASK !== this.renderFlags || (this.cameraFilter > 0 && (this.cameraFilter & camera.id)));
},
/**
* Returns an array containing the display list index of either this Game Object, or if it has one,
* its parent Container. It then iterates up through all of the parent containers until it hits the
* root of the display list (which is index 0 in the returned array).
*
* Used internally by the InputPlugin but also useful if you wish to find out the display depth of
* this Game Object and all of its ancestors.
*
* @method Phaser.GameObjects.GameObject#getIndexList
* @since 3.4.0
*
* @return {integer[]} An array of display list position indexes.
*/
getIndexList: function ()
{
// eslint-disable-next-line consistent-this
var child = this;
var parent = this.parentContainer;
var indexes = [];
while (parent)
{
// indexes.unshift([parent.getIndex(child), parent.name]);
indexes.unshift(parent.getIndex(child));
child = parent;
if (!parent.parentContainer)
{
break;
}
else
{
parent = parent.parentContainer;
}
}
// indexes.unshift([this.scene.sys.displayList.getIndex(child), 'root']);
indexes.unshift(this.scene.sys.displayList.getIndex(child));
return indexes;
},
/**
* Destroys this Game Object removing it from the Display List and Update List and
* severing all ties to parent resources.
*
* Also removes itself from the Input Manager and Physics Manager if previously enabled.
*
* Use this to remove a Game Object from your game if you don't ever plan to use it again.
* As long as no reference to it exists within your own code it should become free for
* garbage collection by the browser.
*
* If you just want to temporarily disable an object then look at using the
* Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.
*
* @method Phaser.GameObjects.GameObject#destroy
* @since 3.0.0
*/
destroy: function ()
{
// This Game Object had already been destroyed
if (!this.scene || this.ignoreDestroy)
{
return;
}
if (this.preDestroy)
{
this.preDestroy.call(this);
}
this.emit('destroy', this);
var sys = this.scene.sys;
sys.displayList.remove(this);
sys.updateList.remove(this);
if (this.input)
{
sys.input.clear(this);
this.input = undefined;
}
if (this.data)
{
this.data.destroy();
this.data = undefined;
}
if (this.body)
{
this.body.destroy();
this.body = undefined;
}
// Tell the Scene to re-sort the children
sys.queueDepthSort();
this.active = false;
this.visible = false;
this.scene = undefined;
this.parentContainer = undefined;
this.removeAllListeners();
}
});
/**
* The bitmask that `GameObject.renderFlags` is compared against to determine if the Game Object will render or not.
*
* @constant {integer} RENDER_MASK
* @memberOf Phaser.GameObjects.GameObject
* @default
*/
GameObject.RENDER_MASK = 15;
module.exports = GameObject;
/***/ }),
/* 13 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(0);
var GameObject = __webpack_require__(12);
var Sprite = __webpack_require__(25);
var Vector2 = __webpack_require__(3);
var Vector4 = __webpack_require__(5);
/**
* @classdesc
* A Sprite 3D Game Object.
*
* The Sprite 3D object is an encapsulation of a standard Sprite object, with additional methods to allow
* it to be rendered by a 3D Camera. The Sprite can be positioned anywhere within 3D space.
*
* @class Sprite3D
* @extends Phaser.GameObjects.GameObject
* @memberOf Phaser.GameObjects
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
* @param {number} x - The x position of this Game Object.
* @param {number} y - The y position of this Game Object.
* @param {number} z - The z position of this Game Object.
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
*/
var Sprite3D = new Class({
Extends: GameObject,
initialize:
function Sprite3D (scene, x, y, z, texture, frame)
{
GameObject.call(this, scene, 'Sprite3D');
/**
* The encapsulated Sprite.
*
* @name Phaser.GameObjects.Sprite3D#gameObject
* @type {Phaser.GameObjects.GameObject}
* @since 3.0.0
*/
this.gameObject = new Sprite(scene, 0, 0, texture, frame);
/**
* The position of the Sprite.
*
* @name Phaser.GameObjects.Sprite3D#position
* @type {Phaser.Math.Vector4}
* @since 3.0.0
*/
this.position = new Vector4(x, y, z);
/**
* The 2D size of the Sprite.
*
* @name Phaser.GameObjects.Sprite3D#size
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
this.size = new Vector2(this.gameObject.width, this.gameObject.height);
/**
* The 2D scale of the Sprite.
*
* @name Phaser.GameObjects.Sprite3D#scale
* @type {Phaser.Math.Vector2}
* @since 3.0.0
*/
this.scale = new Vector2(1, 1);
/**
* Whether to automatically set the horizontal scale of the encapsulated Sprite.
*
* @name Phaser.GameObjects.Sprite3D#adjustScaleX
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.adjustScaleX = true;
/**
* Whether to automatically set the vertical scale of the encapsulated Sprite.
*
* @name Phaser.GameObjects.Sprite3D#adjustScaleY
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.adjustScaleY = true;
/**
* The visible state of the Game Object.
*
* @name Phaser.GameObjects.Sprite3D#_visible
* @type {boolean}
* @default true
* @private
* @since 3.0.0
*/
this._visible = true;
},
/**
* Project this Sprite onto the given 3D Camera.
*
* @method Phaser.GameObjects.Sprite3D#project
* @since 3.0.0
*
* @param {Phaser.Cameras.Sprite3D.Camera} camera - The 3D Camera onto which to project this Sprite.
*/
project: function (camera)
{
var pos = this.position;
var gameObject = this.gameObject;
camera.project(pos, gameObject);
camera.getPointSize(pos, this.size, this.scale);
if (this.scale.x <= 0 || this.scale.y <= 0)
{
gameObject.setVisible(false);
}
else
{
if (!gameObject.visible)
{
gameObject.setVisible(true);
}
if (this.adjustScaleX)
{
gameObject.scaleX = this.scale.x;
}
if (this.adjustScaleY)
{
gameObject.scaleY = this.scale.y;
}
gameObject.setDepth(gameObject.z * -1);
}
},
/**
* Set the visible state of the Game Object.
*
* @method Phaser.GameObjects.Sprite3D#setVisible
* @since 3.0.0
*
* @param {boolean} value - The visible state of the Game Object.
*
* @return {Phaser.GameObjects.Sprite3D} This Sprite3D Object.
*/
setVisible: function (value)
{
this.visible = value;
return this;
},
/**
* The visible state of the Game Object.
*
* An invisible Game Object will skip rendering, but will still process update logic.
*
* @name Phaser.GameObjects.Sprite3D#visible
* @type {boolean}
* @since 3.0.0
*/
visible: {
get: function ()
{
return this._visible;
},
set: function (value)
{
this._visible = value;
this.gameObject.visible = value;
}
},
/**
* The x position of this Game Object.
*
* @name Phaser.GameObjects.Sprite3D#x
* @type {number}
* @since 3.0.0
*/
x: {
get: function ()
{
return this.position.x;
},
set: function (value)
{
this.position.x = value;
}
},
/**
* The y position of this Game Object.
*
* @name Phaser.GameObjects.Sprite3D#y
* @type {number}
* @since 3.0.0
*/
y: {
get: function ()
{
return this.position.y;
},
set: function (value)
{
this.position.y = value;
}
},
/**
* The z position of this Game Object.
*
* @name Phaser.GameObjects.Sprite3D#z
* @type {number}
* @since 3.0.0
*/
z: {
get: function ()
{
return this.position.z;
},
set: function (value)
{
this.position.z = value;
}
}
});
module.exports = Sprite3D;
/***/ }),
/* 14 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
var Class = __webpack_require__(0);
var EPSILON = 0.000001;
/**
* @classdesc
* A four-dimensional matrix.
*
* @class Matrix4
* @memberOf Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} [m] - Optional Matrix4 to copy values from.
*/
var Matrix4 = new Class({
initialize:
function Matrix4 (m)
{
/**
* The matrix values.
*
* @name Phaser.Math.Matrix4#val
* @type {Float32Array}
* @since 3.0.0
*/
this.val = new Float32Array(16);
if (m)
{
// Assume Matrix4 with val:
this.copy(m);
}
else
{
// Default to identity
this.identity();
}
},
/**
* Make a clone of this Matrix4.
*
* @method Phaser.Math.Matrix4#clone
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} A clone of this Matrix4.
*/
clone: function ()
{
return new Matrix4(this);
},
// TODO - Should work with basic values
/**
* This method is an alias for `Matrix4.copy`.
*
* @method Phaser.Math.Matrix4#set
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} src - The Matrix to set the values of this Matrix's from.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
set: function (src)
{
return this.copy(src);
},
/**
* Copy the values of a given Matrix into this Matrix.
*
* @method Phaser.Math.Matrix4#copy
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} src - The Matrix to copy the values from.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
copy: function (src)
{
var out = this.val;
var a = src.val;
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
out[9] = a[9];
out[10] = a[10];
out[11] = a[11];
out[12] = a[12];
out[13] = a[13];
out[14] = a[14];
out[15] = a[15];
return this;
},
/**
* Set the values of this Matrix from the given array.
*
* @method Phaser.Math.Matrix4#fromArray
* @since 3.0.0
*
* @param {array} a - The array to copy the values from.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
fromArray: function (a)
{
var out = this.val;
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
out[9] = a[9];
out[10] = a[10];
out[11] = a[11];
out[12] = a[12];
out[13] = a[13];
out[14] = a[14];
out[15] = a[15];
return this;
},
/**
* Reset this Matrix.
*
* Sets all values to `0`.
*
* @method Phaser.Math.Matrix4#zero
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
zero: function ()
{
var out = this.val;
out[0] = 0;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = 0;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = 0;
out[11] = 0;
out[12] = 0;
out[13] = 0;
out[14] = 0;
out[15] = 0;
return this;
},
/**
* Set the `x`, `y` and `z` values of this Matrix.
*
* @method Phaser.Math.Matrix4#xyz
* @since 3.0.0
*
* @param {number} x - The x value.
* @param {number} y - The y value.
* @param {number} z - The z value.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
xyz: function (x, y, z)
{
this.identity();
var out = this.val;
out[12] = x;
out[13] = y;
out[14] = z;
return this;
},
/**
* Set the scaling values of this Matrix.
*
* @method Phaser.Math.Matrix4#scaling
* @since 3.0.0
*
* @param {number} x - The x scaling value.
* @param {number} y - The y scaling value.
* @param {number} z - The z scaling value.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
scaling: function (x, y, z)
{
this.zero();
var out = this.val;
out[0] = x;
out[5] = y;
out[10] = z;
out[15] = 1;
return this;
},
/**
* Reset this Matrix to an identity (default) matrix.
*
* @method Phaser.Math.Matrix4#identity
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
identity: function ()
{
var out = this.val;
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = 1;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = 1;
out[11] = 0;
out[12] = 0;
out[13] = 0;
out[14] = 0;
out[15] = 1;
return this;
},
/**
* Transpose this Matrix.
*
* @method Phaser.Math.Matrix4#transpose
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
transpose: function ()
{
var a = this.val;
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a12 = a[6];
var a13 = a[7];
var a23 = a[11];
a[1] = a[4];
a[2] = a[8];
a[3] = a[12];
a[4] = a01;
a[6] = a[9];
a[7] = a[13];
a[8] = a02;
a[9] = a12;
a[11] = a[14];
a[12] = a03;
a[13] = a13;
a[14] = a23;
return this;
},
/**
* Invert this Matrix.
*
* @method Phaser.Math.Matrix4#invert
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
invert: function ()
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
var a30 = a[12];
var a31 = a[13];
var a32 = a[14];
var a33 = a[15];
var b00 = a00 * a11 - a01 * a10;
var b01 = a00 * a12 - a02 * a10;
var b02 = a00 * a13 - a03 * a10;
var b03 = a01 * a12 - a02 * a11;
var b04 = a01 * a13 - a03 * a11;
var b05 = a02 * a13 - a03 * a12;
var b06 = a20 * a31 - a21 * a30;
var b07 = a20 * a32 - a22 * a30;
var b08 = a20 * a33 - a23 * a30;
var b09 = a21 * a32 - a22 * a31;
var b10 = a21 * a33 - a23 * a31;
var b11 = a22 * a33 - a23 * a32;
// Calculate the determinant
var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
if (!det)
{
return null;
}
det = 1 / det;
a[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
a[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
a[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
a[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
a[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
a[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
a[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
a[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
a[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
a[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
a[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
a[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
a[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
a[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
a[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
a[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
return this;
},
/**
* Calculate the adjoint, or adjugate, of this Matrix.
*
* @method Phaser.Math.Matrix4#adjoint
* @since 3.0.0
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
adjoint: function ()
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
var a30 = a[12];
var a31 = a[13];
var a32 = a[14];
var a33 = a[15];
a[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22));
a[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
a[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12));
a[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
a[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
a[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22));
a[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
a[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12));
a[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21));
a[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
a[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11));
a[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
a[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
a[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21));
a[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
a[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11));
return this;
},
/**
* Calculate the determinant of this Matrix.
*
* @method Phaser.Math.Matrix4#determinant
* @since 3.0.0
*
* @return {number} The determinant of this Matrix.
*/
determinant: function ()
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
var a30 = a[12];
var a31 = a[13];
var a32 = a[14];
var a33 = a[15];
var b00 = a00 * a11 - a01 * a10;
var b01 = a00 * a12 - a02 * a10;
var b02 = a00 * a13 - a03 * a10;
var b03 = a01 * a12 - a02 * a11;
var b04 = a01 * a13 - a03 * a11;
var b05 = a02 * a13 - a03 * a12;
var b06 = a20 * a31 - a21 * a30;
var b07 = a20 * a32 - a22 * a30;
var b08 = a20 * a33 - a23 * a30;
var b09 = a21 * a32 - a22 * a31;
var b10 = a21 * a33 - a23 * a31;
var b11 = a22 * a33 - a23 * a32;
// Calculate the determinant
return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
},
/**
* Multiply this Matrix by the given Matrix.
*
* @method Phaser.Math.Matrix4#multiply
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} src - The Matrix to multiply this Matrix by.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
multiply: function (src)
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
var a30 = a[12];
var a31 = a[13];
var a32 = a[14];
var a33 = a[15];
var b = src.val;
// Cache only the current line of the second matrix
var b0 = b[0];
var b1 = b[1];
var b2 = b[2];
var b3 = b[3];
a[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
a[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
a[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
a[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
b0 = b[4];
b1 = b[5];
b2 = b[6];
b3 = b[7];
a[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
a[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
a[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
a[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
b0 = b[8];
b1 = b[9];
b2 = b[10];
b3 = b[11];
a[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
a[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
a[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
a[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
b0 = b[12];
b1 = b[13];
b2 = b[14];
b3 = b[15];
a[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
a[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
a[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
a[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
return this;
},
/**
* [description]
*
* @method Phaser.Math.Matrix4#multiplyLocal
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} src - [description]
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
multiplyLocal: function (src)
{
var a = [];
var m1 = this.val;
var m2 = src.val;
a[0] = m1[0] * m2[0] + m1[1] * m2[4] + m1[2] * m2[8] + m1[3] * m2[12];
a[1] = m1[0] * m2[1] + m1[1] * m2[5] + m1[2] * m2[9] + m1[3] * m2[13];
a[2] = m1[0] * m2[2] + m1[1] * m2[6] + m1[2] * m2[10] + m1[3] * m2[14];
a[3] = m1[0] * m2[3] + m1[1] * m2[7] + m1[2] * m2[11] + m1[3] * m2[15];
a[4] = m1[4] * m2[0] + m1[5] * m2[4] + m1[6] * m2[8] + m1[7] * m2[12];
a[5] = m1[4] * m2[1] + m1[5] * m2[5] + m1[6] * m2[9] + m1[7] * m2[13];
a[6] = m1[4] * m2[2] + m1[5] * m2[6] + m1[6] * m2[10] + m1[7] * m2[14];
a[7] = m1[4] * m2[3] + m1[5] * m2[7] + m1[6] * m2[11] + m1[7] * m2[15];
a[8] = m1[8] * m2[0] + m1[9] * m2[4] + m1[10] * m2[8] + m1[11] * m2[12];
a[9] = m1[8] * m2[1] + m1[9] * m2[5] + m1[10] * m2[9] + m1[11] * m2[13];
a[10] = m1[8] * m2[2] + m1[9] * m2[6] + m1[10] * m2[10] + m1[11] * m2[14];
a[11] = m1[8] * m2[3] + m1[9] * m2[7] + m1[10] * m2[11] + m1[11] * m2[15];
a[12] = m1[12] * m2[0] + m1[13] * m2[4] + m1[14] * m2[8] + m1[15] * m2[12];
a[13] = m1[12] * m2[1] + m1[13] * m2[5] + m1[14] * m2[9] + m1[15] * m2[13];
a[14] = m1[12] * m2[2] + m1[13] * m2[6] + m1[14] * m2[10] + m1[15] * m2[14];
a[15] = m1[12] * m2[3] + m1[13] * m2[7] + m1[14] * m2[11] + m1[15] * m2[15];
return this.fromArray(a);
},
/**
* Translate this Matrix using the given Vector.
*
* @method Phaser.Math.Matrix4#translate
* @since 3.0.0
*
* @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to translate this Matrix with.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
translate: function (v)
{
var x = v.x;
var y = v.y;
var z = v.z;
var a = this.val;
a[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
a[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
a[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
a[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
return this;
},
/**
* Apply a scale transformation to this Matrix.
*
* Uses the `x`, `y` and `z` components of the given Vector to scale the Matrix.
*
* @method Phaser.Math.Matrix4#scale
* @since 3.0.0
*
* @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to scale this Matrix with.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
scale: function (v)
{
var x = v.x;
var y = v.y;
var z = v.z;
var a = this.val;
a[0] = a[0] * x;
a[1] = a[1] * x;
a[2] = a[2] * x;
a[3] = a[3] * x;
a[4] = a[4] * y;
a[5] = a[5] * y;
a[6] = a[6] * y;
a[7] = a[7] * y;
a[8] = a[8] * z;
a[9] = a[9] * z;
a[10] = a[10] * z;
a[11] = a[11] * z;
return this;
},
/**
* Derive a rotation matrix around the given axis.
*
* @method Phaser.Math.Matrix4#makeRotationAxis
* @since 3.0.0
*
* @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} axis - The rotation axis.
* @param {number} angle - The rotation angle in radians.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
makeRotationAxis: function (axis, angle)
{
// Based on http://www.gamedev.net/reference/articles/article1199.asp
var c = Math.cos(angle);
var s = Math.sin(angle);
var t = 1 - c;
var x = axis.x;
var y = axis.y;
var z = axis.z;
var tx = t * x;
var ty = t * y;
this.fromArray([
tx * x + c, tx * y - s * z, tx * z + s * y, 0,
tx * y + s * z, ty * y + c, ty * z - s * x, 0,
tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
0, 0, 0, 1
]);
return this;
},
/**
* Apply a rotation transformation to this Matrix.
*
* @method Phaser.Math.Matrix4#rotate
* @since 3.0.0
*
* @param {number} rad - The angle in radians to rotate by.
* @param {Phaser.Math.Vector3} axis - The axis to rotate upon.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
rotate: function (rad, axis)
{
var a = this.val;
var x = axis.x;
var y = axis.y;
var z = axis.z;
var len = Math.sqrt(x * x + y * y + z * z);
if (Math.abs(len) < EPSILON)
{
return null;
}
len = 1 / len;
x *= len;
y *= len;
z *= len;
var s = Math.sin(rad);
var c = Math.cos(rad);
var t = 1 - c;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
// Construct the elements of the rotation matrix
var b00 = x * x * t + c;
var b01 = y * x * t + z * s;
var b02 = z * x * t - y * s;
var b10 = x * y * t - z * s;
var b11 = y * y * t + c;
var b12 = z * y * t + x * s;
var b20 = x * z * t + y * s;
var b21 = y * z * t - x * s;
var b22 = z * z * t + c;
// Perform rotation-specific matrix multiplication
a[0] = a00 * b00 + a10 * b01 + a20 * b02;
a[1] = a01 * b00 + a11 * b01 + a21 * b02;
a[2] = a02 * b00 + a12 * b01 + a22 * b02;
a[3] = a03 * b00 + a13 * b01 + a23 * b02;
a[4] = a00 * b10 + a10 * b11 + a20 * b12;
a[5] = a01 * b10 + a11 * b11 + a21 * b12;
a[6] = a02 * b10 + a12 * b11 + a22 * b12;
a[7] = a03 * b10 + a13 * b11 + a23 * b12;
a[8] = a00 * b20 + a10 * b21 + a20 * b22;
a[9] = a01 * b20 + a11 * b21 + a21 * b22;
a[10] = a02 * b20 + a12 * b21 + a22 * b22;
a[11] = a03 * b20 + a13 * b21 + a23 * b22;
return this;
},
/**
* Rotate this matrix on its X axis.
*
* @method Phaser.Math.Matrix4#rotateX
* @since 3.0.0
*
* @param {number} rad - The angle in radians to rotate by.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
rotateX: function (rad)
{
var a = this.val;
var s = Math.sin(rad);
var c = Math.cos(rad);
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
// Perform axis-specific matrix multiplication
a[4] = a10 * c + a20 * s;
a[5] = a11 * c + a21 * s;
a[6] = a12 * c + a22 * s;
a[7] = a13 * c + a23 * s;
a[8] = a20 * c - a10 * s;
a[9] = a21 * c - a11 * s;
a[10] = a22 * c - a12 * s;
a[11] = a23 * c - a13 * s;
return this;
},
/**
* Rotate this matrix on its Y axis.
*
* @method Phaser.Math.Matrix4#rotateY
* @since 3.0.0
*
* @param {number} rad - The angle to rotate by, in radians.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
rotateY: function (rad)
{
var a = this.val;
var s = Math.sin(rad);
var c = Math.cos(rad);
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
// Perform axis-specific matrix multiplication
a[0] = a00 * c - a20 * s;
a[1] = a01 * c - a21 * s;
a[2] = a02 * c - a22 * s;
a[3] = a03 * c - a23 * s;
a[8] = a00 * s + a20 * c;
a[9] = a01 * s + a21 * c;
a[10] = a02 * s + a22 * c;
a[11] = a03 * s + a23 * c;
return this;
},
/**
* Rotate this matrix on its Z axis.
*
* @method Phaser.Math.Matrix4#rotateZ
* @since 3.0.0
*
* @param {number} rad - The angle to rotate by, in radians.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
rotateZ: function (rad)
{
var a = this.val;
var s = Math.sin(rad);
var c = Math.cos(rad);
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
// Perform axis-specific matrix multiplication
a[0] = a00 * c + a10 * s;
a[1] = a01 * c + a11 * s;
a[2] = a02 * c + a12 * s;
a[3] = a03 * c + a13 * s;
a[4] = a10 * c - a00 * s;
a[5] = a11 * c - a01 * s;
a[6] = a12 * c - a02 * s;
a[7] = a13 * c - a03 * s;
return this;
},
/**
* Set the values of this Matrix from the given rotation Quaternion and translation Vector.
*
* @method Phaser.Math.Matrix4#fromRotationTranslation
* @since 3.0.0
*
* @param {Phaser.Math.Quaternion} q - The Quaternion to set rotation from.
* @param {Phaser.Math.Vector3} v - The Vector to set translation from.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
fromRotationTranslation: function (q, v)
{
// Quaternion math
var out = this.val;
var x = q.x;
var y = q.y;
var z = q.z;
var w = q.w;
var x2 = x + x;
var y2 = y + y;
var z2 = z + z;
var xx = x * x2;
var xy = x * y2;
var xz = x * z2;
var yy = y * y2;
var yz = y * z2;
var zz = z * z2;
var wx = w * x2;
var wy = w * y2;
var wz = w * z2;
out[0] = 1 - (yy + zz);
out[1] = xy + wz;
out[2] = xz - wy;
out[3] = 0;
out[4] = xy - wz;
out[5] = 1 - (xx + zz);
out[6] = yz + wx;
out[7] = 0;
out[8] = xz + wy;
out[9] = yz - wx;
out[10] = 1 - (xx + yy);
out[11] = 0;
out[12] = v.x;
out[13] = v.y;
out[14] = v.z;
out[15] = 1;
return this;
},
/**
* Set the values of this Matrix from the given Quaternion.
*
* @method Phaser.Math.Matrix4#fromQuat
* @since 3.0.0
*
* @param {Phaser.Math.Quaternion} q - The Quaternion to set the values of this Matrix from.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
fromQuat: function (q)
{
var out = this.val;
var x = q.x;
var y = q.y;
var z = q.z;
var w = q.w;
var x2 = x + x;
var y2 = y + y;
var z2 = z + z;
var xx = x * x2;
var xy = x * y2;
var xz = x * z2;
var yy = y * y2;
var yz = y * z2;
var zz = z * z2;
var wx = w * x2;
var wy = w * y2;
var wz = w * z2;
out[0] = 1 - (yy + zz);
out[1] = xy + wz;
out[2] = xz - wy;
out[3] = 0;
out[4] = xy - wz;
out[5] = 1 - (xx + zz);
out[6] = yz + wx;
out[7] = 0;
out[8] = xz + wy;
out[9] = yz - wx;
out[10] = 1 - (xx + yy);
out[11] = 0;
out[12] = 0;
out[13] = 0;
out[14] = 0;
out[15] = 1;
return this;
},
/**
* Generate a frustum matrix with the given bounds.
*
* @method Phaser.Math.Matrix4#frustum
* @since 3.0.0
*
* @param {number} left - The left bound of the frustum.
* @param {number} right - The right bound of the frustum.
* @param {number} bottom - The bottom bound of the frustum.
* @param {number} top - The top bound of the frustum.
* @param {number} near - The near bound of the frustum.
* @param {number} far - The far bound of the frustum.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
frustum: function (left, right, bottom, top, near, far)
{
var out = this.val;
var rl = 1 / (right - left);
var tb = 1 / (top - bottom);
var nf = 1 / (near - far);
out[0] = (near * 2) * rl;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = (near * 2) * tb;
out[6] = 0;
out[7] = 0;
out[8] = (right + left) * rl;
out[9] = (top + bottom) * tb;
out[10] = (far + near) * nf;
out[11] = -1;
out[12] = 0;
out[13] = 0;
out[14] = (far * near * 2) * nf;
out[15] = 0;
return this;
},
/**
* Generate a perspective projection matrix with the given bounds.
*
* @method Phaser.Math.Matrix4#perspective
* @since 3.0.0
*
* @param {number} fovy - Vertical field of view in radians
* @param {number} aspect - Aspect ratio. Typically viewport width /height.
* @param {number} near - Near bound of the frustum.
* @param {number} far - Far bound of the frustum.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
perspective: function (fovy, aspect, near, far)
{
var out = this.val;
var f = 1.0 / Math.tan(fovy / 2);
var nf = 1 / (near - far);
out[0] = f / aspect;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = f;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = (far + near) * nf;
out[11] = -1;
out[12] = 0;
out[13] = 0;
out[14] = (2 * far * near) * nf;
out[15] = 0;
return this;
},
/**
* Generate a perspective projection matrix with the given bounds.
*
* @method Phaser.Math.Matrix4#perspectiveLH
* @since 3.0.0
*
* @param {number} width - The width of the frustum.
* @param {number} height - The height of the frustum.
* @param {number} near - Near bound of the frustum.
* @param {number} far - Far bound of the frustum.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
perspectiveLH: function (width, height, near, far)
{
var out = this.val;
out[0] = (2 * near) / width;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = (2 * near) / height;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = -far / (near - far);
out[11] = 1;
out[12] = 0;
out[13] = 0;
out[14] = (near * far) / (near - far);
out[15] = 0;
return this;
},
/**
* Generate an orthogonal projection matrix with the given bounds.
*
* @method Phaser.Math.Matrix4#ortho
* @since 3.0.0
*
* @param {number} left - The left bound of the frustum.
* @param {number} right - The right bound of the frustum.
* @param {number} bottom - The bottom bound of the frustum.
* @param {number} top - The top bound of the frustum.
* @param {number} near - The near bound of the frustum.
* @param {number} far - The far bound of the frustum.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
ortho: function (left, right, bottom, top, near, far)
{
var out = this.val;
var lr = left - right;
var bt = bottom - top;
var nf = near - far;
// Avoid division by zero
lr = (lr === 0) ? lr : 1 / lr;
bt = (bt === 0) ? bt : 1 / bt;
nf = (nf === 0) ? nf : 1 / nf;
out[0] = -2 * lr;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = -2 * bt;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = 2 * nf;
out[11] = 0;
out[12] = (left + right) * lr;
out[13] = (top + bottom) * bt;
out[14] = (far + near) * nf;
out[15] = 1;
return this;
},
/**
* Generate a look-at matrix with the given eye position, focal point, and up axis.
*
* @method Phaser.Math.Matrix4#lookAt
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} eye - Position of the viewer
* @param {Phaser.Math.Vector3} center - Point the viewer is looking at
* @param {Phaser.Math.Vector3} up - vec3 pointing up.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
lookAt: function (eye, center, up)
{
var out = this.val;
var eyex = eye.x;
var eyey = eye.y;
var eyez = eye.z;
var upx = up.x;
var upy = up.y;
var upz = up.z;
var centerx = center.x;
var centery = center.y;
var centerz = center.z;
if (Math.abs(eyex - centerx) < EPSILON &&
Math.abs(eyey - centery) < EPSILON &&
Math.abs(eyez - centerz) < EPSILON)
{
return this.identity();
}
var z0 = eyex - centerx;
var z1 = eyey - centery;
var z2 = eyez - centerz;
var len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
z0 *= len;
z1 *= len;
z2 *= len;
var x0 = upy * z2 - upz * z1;
var x1 = upz * z0 - upx * z2;
var x2 = upx * z1 - upy * z0;
len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
if (!len)
{
x0 = 0;
x1 = 0;
x2 = 0;
}
else
{
len = 1 / len;
x0 *= len;
x1 *= len;
x2 *= len;
}
var y0 = z1 * x2 - z2 * x1;
var y1 = z2 * x0 - z0 * x2;
var y2 = z0 * x1 - z1 * x0;
len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
if (!len)
{
y0 = 0;
y1 = 0;
y2 = 0;
}
else
{
len = 1 / len;
y0 *= len;
y1 *= len;
y2 *= len;
}
out[0] = x0;
out[1] = y0;
out[2] = z0;
out[3] = 0;
out[4] = x1;
out[5] = y1;
out[6] = z1;
out[7] = 0;
out[8] = x2;
out[9] = y2;
out[10] = z2;
out[11] = 0;
out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
out[15] = 1;
return this;
},
/**
* Set the values of this matrix from the given `yaw`, `pitch` and `roll` values.
*
* @method Phaser.Math.Matrix4#yawPitchRoll
* @since 3.0.0
*
* @param {number} yaw - [description]
* @param {number} pitch - [description]
* @param {number} roll - [description]
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
yawPitchRoll: function (yaw, pitch, roll)
{
this.zero();
_tempMat1.zero();
_tempMat2.zero();
var m0 = this.val;
var m1 = _tempMat1.val;
var m2 = _tempMat2.val;
// Rotate Z
var s = Math.sin(roll);
var c = Math.cos(roll);
m0[10] = 1;
m0[15] = 1;
m0[0] = c;
m0[1] = s;
m0[4] = -s;
m0[5] = c;
// Rotate X
s = Math.sin(pitch);
c = Math.cos(pitch);
m1[0] = 1;
m1[15] = 1;
m1[5] = c;
m1[10] = c;
m1[9] = -s;
m1[6] = s;
// Rotate Y
s = Math.sin(yaw);
c = Math.cos(yaw);
m2[5] = 1;
m2[15] = 1;
m2[0] = c;
m2[2] = -s;
m2[8] = s;
m2[10] = c;
this.multiplyLocal(_tempMat1);
this.multiplyLocal(_tempMat2);
return this;
},
/**
* Generate a world matrix from the given rotation, position, scale, view matrix and projection matrix.
*
* @method Phaser.Math.Matrix4#setWorldMatrix
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} rotation - The rotation of the world matrix.
* @param {Phaser.Math.Vector3} position - The position of the world matrix.
* @param {Phaser.Math.Vector3} scale - The scale of the world matrix.
* @param {Phaser.Math.Matrix4} [viewMatrix] - The view matrix.
* @param {Phaser.Math.Matrix4} [projectionMatrix] - The projection matrix.
*
* @return {Phaser.Math.Matrix4} This Matrix4.
*/
setWorldMatrix: function (rotation, position, scale, viewMatrix, projectionMatrix)
{
this.yawPitchRoll(rotation.y, rotation.x, rotation.z);
_tempMat1.scaling(scale.x, scale.y, scale.z);
_tempMat2.xyz(position.x, position.y, position.z);
this.multiplyLocal(_tempMat1);
this.multiplyLocal(_tempMat2);
if (viewMatrix !== undefined)
{
this.multiplyLocal(viewMatrix);
}
if (projectionMatrix !== undefined)
{
this.multiplyLocal(projectionMatrix);
}
return this;
}
});
var _tempMat1 = new Matrix4();
var _tempMat2 = new Matrix4();
module.exports = Matrix4;
/***/ }),
/* 15 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(0);
var Matrix4 = __webpack_require__(14);
var RandomXYZ = __webpack_require__(68);
var RandomXYZW = __webpack_require__(67);
var RotateVec3 = __webpack_require__(66);
var Set = __webpack_require__(63);
var Sprite3D = __webpack_require__(13);
var Vector2 = __webpack_require__(3);
var Vector3 = __webpack_require__(2);
var Vector4 = __webpack_require__(5);
// Local cache vars
var tmpVec3 = new Vector3();
var tmpVec4 = new Vector4();
var dirvec = new Vector3();
var rightvec = new Vector3();
var billboardMatrix = new Matrix4();
// @author attribute https://github.com/mattdesl/cam3d/wiki
/**
* @typedef {object} RayDef
*
* @property {Phaser.Math.Vector3} origin - [description]
* @property {Phaser.Math.Vector3} direction - [description]
*/
/**
* @classdesc
* [description]
*
* @class Camera
* @memberOf Phaser.Cameras.Sprite3D
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
*/
var Camera = new Class({
initialize:
function Camera (scene)
{
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#scene
* @type {Phaser.Scene}
* @since 3.0.0
*/
this.scene = scene;
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#displayList
* @type {Phaser.GameObjects.DisplayList}
* @since 3.0.0
*/
this.displayList = scene.sys.displayList;
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#updateList
* @type {Phaser.GameObjects.UpdateList}
* @since 3.0.0
*/
this.updateList = scene.sys.updateList;
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#name
* @type {string}
* @default ''
* @since 3.0.0
*/
this.name = '';
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#direction
* @type {Phaser.Math.Vector3}
* @since 3.0.0
*/
this.direction = new Vector3(0, 0, -1);
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#up
* @type {Phaser.Math.Vector3}
* @since 3.0.0
*/
this.up = new Vector3(0, 1, 0);
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#position
* @type {Phaser.Math.Vector3}
* @since 3.0.0
*/
this.position = new Vector3();
// The mapping from 3D size units to pixels.
// In the default case 1 3D unit = 128 pixels. So a sprite that is
// 256 x 128 px in size will be 2 x 1 units.
// Change to whatever best fits your game assets.
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#pixelScale
* @type {number}
* @since 3.0.0
*/
this.pixelScale = 128;
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#projection
* @type {Phaser.Math.Matrix4}
* @since 3.0.0
*/
this.projection = new Matrix4();
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#view
* @type {Phaser.Math.Matrix4}
* @since 3.0.0
*/
this.view = new Matrix4();
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#combined
* @type {Phaser.Math.Matrix4}
* @since 3.0.0
*/
this.combined = new Matrix4();
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#invProjectionView
* @type {Phaser.Math.Matrix4}
* @since 3.0.0
*/
this.invProjectionView = new Matrix4();
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#near
* @type {number}
* @default 1
* @since 3.0.0
*/
this.near = 1;
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#far
* @type {number}
* @since 3.0.0
*/
this.far = 100;
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#ray
* @type {RayDef}
* @since 3.0.0
*/
this.ray = {
origin: new Vector3(),
direction: new Vector3()
};
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#viewportWidth
* @type {number}
* @default 0
* @since 3.0.0
*/
this.viewportWidth = 0;
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#viewportHeight
* @type {number}
* @default 0
* @since 3.0.0
*/
this.viewportHeight = 0;
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#billboardMatrixDirty
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.billboardMatrixDirty = true;
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D#children
* @type {Phaser.Structs.Set.<Phaser.GameObjects.GameObject>}
* @since 3.0.0
*/
this.children = new Set();
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#setPosition
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} y - [description]
* @param {number} z - [description]
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
setPosition: function (x, y, z)
{
this.position.set(x, y, z);
return this.update();
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#setScene
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
setScene: function (scene)
{
this.scene = scene;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#setPixelScale
* @since 3.0.0
*
* @param {number} value - [description]
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
setPixelScale: function (value)
{
this.pixelScale = value;
return this.update();
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#add
* @since 3.0.0
*
* @param {Phaser.GameObjects.Sprite3D} sprite3D - [description]
*
* @return {Phaser.GameObjects.Sprite3D} [description]
*/
add: function (sprite3D)
{
this.children.set(sprite3D);
this.displayList.add(sprite3D.gameObject);
this.updateList.add(sprite3D.gameObject);
this.updateChildren();
return sprite3D;
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#remove
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} child - [description]
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
remove: function (child)
{
this.displayList.remove(child.gameObject);
this.updateList.remove(child.gameObject);
this.children.delete(child);
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#clear
* @since 3.0.0
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
clear: function ()
{
var children = this.getChildren();
for (var i = 0; i < children.length; i++)
{
this.remove(children[i]);
}
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#getChildren
* @since 3.0.0
*
* @return {array} [description]
*/
getChildren: function ()
{
return this.children.entries;
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#create
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} y - [description]
* @param {number} z - [description]
* @param {string} key - [description]
* @param {(string|number)} frame - [description]
* @param {boolean} [visible=true] - [description]
*
* @return {Phaser.GameObjects.Sprite3D} [description]
*/
create: function (x, y, z, key, frame, visible)
{
if (visible === undefined) { visible = true; }
var child = new Sprite3D(this.scene, x, y, z, key, frame);
this.displayList.add(child.gameObject);
this.updateList.add(child.gameObject);
child.visible = visible;
this.children.set(child);
this.updateChildren();
return child;
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#createMultiple
* @since 3.0.0
*
* @param {number} quantity - [description]
* @param {string} key - [description]
* @param {(string|number)} frame - [description]
* @param {boolean} [visible=true] - [description]
*
* @return {Phaser.GameObjects.Sprite3D[]} [description]
*/
createMultiple: function (quantity, key, frame, visible)
{
if (visible === undefined) { visible = true; }
var output = [];
for (var i = 0; i < quantity; i++)
{
var child = new Sprite3D(this.scene, 0, 0, 0, key, frame);
this.displayList.add(child.gameObject);
this.updateList.add(child.gameObject);
child.visible = visible;
this.children.set(child);
output.push(child);
}
return output;
},
// Create a bunch of Sprite3D objects in a rectangle
// size and spacing are Vec3s (or if integers are converted to vec3s)
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#createRect
* @since 3.0.0
*
* @param {(number|{x:number,y:number})} size - [description]
* @param {(number|{x:number,y:number,z:number})} spacing - [description]
* @param {string} key - [description]
* @param {(string|number)} [frame] - [description]
*
* @return {Phaser.GameObjects.Sprite3D[]} [description]
*/
createRect: function (size, spacing, key, frame)
{
if (typeof size === 'number') { size = { x: size, y: size, z: size }; }
if (typeof spacing === 'number') { spacing = { x: spacing, y: spacing, z: spacing }; }
var quantity = size.x * size.y * size.z;
var sprites = this.createMultiple(quantity, key, frame);
var i = 0;
for (var z = 0.5 - (size.z / 2); z < (size.z / 2); z++)
{
for (var y = 0.5 - (size.y / 2); y < (size.y / 2); y++)
{
for (var x = 0.5 - (size.x / 2); x < (size.x / 2); x++)
{
var bx = (x * spacing.x);
var by = (y * spacing.y);
var bz = (z * spacing.z);
sprites[i].position.set(bx, by, bz);
i++;
}
}
}
this.update();
return sprites;
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#randomSphere
* @since 3.0.0
*
* @param {number} [radius=1] - [description]
* @param {Phaser.GameObjects.Sprite3D[]} [sprites] - [description]
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
randomSphere: function (radius, sprites)
{
if (sprites === undefined) { sprites = this.getChildren(); }
for (var i = 0; i < sprites.length; i++)
{
RandomXYZ(sprites[i].position, radius);
}
return this.update();
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#randomCube
* @since 3.0.0
*
* @param {number} [scale=1] - [description]
* @param {Phaser.GameObjects.Sprite3D[]} [sprites] - [description]
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
randomCube: function (scale, sprites)
{
if (sprites === undefined) { sprites = this.getChildren(); }
for (var i = 0; i < sprites.length; i++)
{
RandomXYZW(sprites[i].position, scale);
}
return this.update();
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#translateChildren
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} vec3 - [description]
* @param {Phaser.GameObjects.Sprite3D[]} sprites - [description]
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
translateChildren: function (vec3, sprites)
{
if (sprites === undefined) { sprites = this.getChildren(); }
for (var i = 0; i < sprites.length; i++)
{
sprites[i].position.add(vec3);
}
return this.update();
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#transformChildren
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} mat4 - [description]
* @param {Phaser.GameObjects.Sprite3D[]} sprites - [description]
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
transformChildren: function (mat4, sprites)
{
if (sprites === undefined) { sprites = this.getChildren(); }
for (var i = 0; i < sprites.length; i++)
{
sprites[i].position.transformMat4(mat4);
}
return this.update();
},
/**
* Sets the width and height of the viewport. Does not update any matrices.
*
* @method Phaser.Cameras.Sprite3D.Camera#setViewport
* @since 3.0.0
*
* @param {number} width - [description]
* @param {number} height - [description]
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
setViewport: function (width, height)
{
this.viewportWidth = width;
this.viewportHeight = height;
return this.update();
},
/**
* Translates this camera by a specified Vector3 object
* or x, y, z parameters. Any undefined x y z values will
* default to zero, leaving that component unaffected.
* If you wish to set the camera position directly call setPosition instead.
*
* @method Phaser.Cameras.Sprite3D.Camera#translate
* @since 3.0.0
*
* @param {(number|object)} x - [description]
* @param {number} [y] - [description]
* @param {number} [z] - [description]
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
translate: function (x, y, z)
{
if (typeof x === 'object')
{
this.position.x += x.x || 0;
this.position.y += x.y || 0;
this.position.z += x.z || 0;
}
else
{
this.position.x += x || 0;
this.position.y += y || 0;
this.position.z += z || 0;
}
return this.update();
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#lookAt
* @since 3.0.0
*
* @param {(number|object)} x - [description]
* @param {number} [y] - [description]
* @param {number} [z] - [description]
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
lookAt: function (x, y, z)
{
var dir = this.direction;
var up = this.up;
if (typeof x === 'object')
{
dir.copy(x);
}
else
{
dir.set(x, y, z);
}
dir.subtract(this.position).normalize();
// Calculate right vector
tmpVec3.copy(dir).cross(up).normalize();
// Calculate up vector
up.copy(tmpVec3).cross(dir).normalize();
return this.update();
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#rotate
* @since 3.0.0
*
* @param {number} radians - [description]
* @param {Phaser.Math.Vector3} axis - [description]
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
rotate: function (radians, axis)
{
RotateVec3(this.direction, axis, radians);
RotateVec3(this.up, axis, radians);
return this.update();
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#rotateAround
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} point - [description]
* @param {number} radians - [description]
* @param {Phaser.Math.Vector3} axis - [description]
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
rotateAround: function (point, radians, axis)
{
tmpVec3.copy(point).subtract(this.position);
this.translate(tmpVec3);
this.rotate(radians, axis);
this.translate(tmpVec3.negate());
return this.update();
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#project
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} vec - [description]
* @param {Phaser.Math.Vector4} out - [description]
*
* @return {Phaser.Math.Vector4} [description]
*/
project: function (vec, out)
{
if (out === undefined) { out = new Vector4(); }
// TODO: support viewport XY
var viewportWidth = this.viewportWidth;
var viewportHeight = this.viewportHeight;
var n = Camera.NEAR_RANGE;
var f = Camera.FAR_RANGE;
// For useful Z and W values we should do the usual steps: clip space -> NDC -> window coords
// Implicit 1.0 for w component
tmpVec4.set(vec.x, vec.y, vec.z, 1.0);
// Transform into clip space
tmpVec4.transformMat4(this.combined);
// Avoid divide by zero when 0x0x0 camera projects to a 0x0x0 vec3
if (tmpVec4.w === 0)
{
tmpVec4.w = 1;
}
// Now into NDC
tmpVec4.x = tmpVec4.x / tmpVec4.w;
tmpVec4.y = tmpVec4.y / tmpVec4.w;
tmpVec4.z = tmpVec4.z / tmpVec4.w;
// And finally into window coordinates
out.x = viewportWidth / 2 * tmpVec4.x + (0 + viewportWidth / 2);
out.y = viewportHeight / 2 * tmpVec4.y + (0 + viewportHeight / 2);
out.z = (f - n) / 2 * tmpVec4.z + (f + n) / 2;
// If the out vector has a fourth component, we also store (1/clip.w), same idea as gl_FragCoord.w
if (out.w === 0 || out.w)
{
out.w = 1 / tmpVec4.w;
}
return out;
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#unproject
* @since 3.0.0
*
* @param {Phaser.Math.Vector4} vec - [description]
* @param {Phaser.Math.Vector3} out - [description]
*
* @return {Phaser.Math.Vector3} [description]
*/
unproject: function (vec, out)
{
if (out === undefined) { out = new Vector3(); }
var viewport = tmpVec4.set(0, 0, this.viewportWidth, this.viewportHeight);
return out.copy(vec).unproject(viewport, this.invProjectionView);
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#getPickRay
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} [y] - [description]
*
* @return {RayDef} [description]
*/
getPickRay: function (x, y)
{
var origin = this.ray.origin.set(x, y, 0);
var direction = this.ray.direction.set(x, y, 1);
var viewport = tmpVec4.set(0, 0, this.viewportWidth, this.viewportHeight);
var mtx = this.invProjectionView;
origin.unproject(viewport, mtx);
direction.unproject(viewport, mtx);
direction.subtract(origin).normalize();
return this.ray;
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#updateChildren
* @since 3.0.0
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
updateChildren: function ()
{
var children = this.children.entries;
for (var i = 0; i < children.length; i++)
{
children[i].project(this);
}
return this;
},
// Overriden by subclasses
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#update
* @since 3.0.0
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
update: function ()
{
return this.updateChildren();
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#updateBillboardMatrix
* @since 3.0.0
*/
updateBillboardMatrix: function ()
{
var dir = dirvec.set(this.direction).negate();
// Better view-aligned billboards might use this:
// var dir = tmp.set(camera.position).subtract(p).normalize();
var right = rightvec.set(this.up).cross(dir).normalize();
var up = tmpVec3.set(dir).cross(right).normalize();
var out = billboardMatrix.val;
out[0] = right.x;
out[1] = right.y;
out[2] = right.z;
out[3] = 0;
out[4] = up.x;
out[5] = up.y;
out[6] = up.z;
out[7] = 0;
out[8] = dir.x;
out[9] = dir.y;
out[10] = dir.z;
out[11] = 0;
out[12] = 0;
out[13] = 0;
out[14] = 0;
out[15] = 1;
this.billboardMatrixDirty = false;
},
/**
* This is a utility function for canvas 3D rendering,
* which determines the "point size" of a camera-facing
* sprite billboard given its 3D world position
* (origin at center of sprite) and its world width
* and height in x/y.
*
* We place into the output Vector2 the scaled width
* and height. If no `out` is specified, a new Vector2
* will be created for convenience (this should be avoided
* in tight loops).
*
* @method Phaser.Cameras.Sprite3D.Camera#getPointSize
* @since 3.0.0
*
* @param {Phaser.Math.Vector2} vec - The position of the 3D Sprite.
* @param {Phaser.Math.Vector2} size - The x and y dimensions.
* @param {Phaser.Math.Vector2} out - The result, scaled x and y dimensions.
*
* @return {Phaser.Math.Vector2} [description]
*/
getPointSize: function (vec, size, out)
{
if (out === undefined) { out = new Vector2(); }
// TODO: optimize this with a simple distance calculation:
// https://developer.valvesoftware.com/wiki/Field_of_View
if (this.billboardMatrixDirty)
{
this.updateBillboardMatrix();
}
var tmp = tmpVec3;
var dx = (size.x / this.pixelScale) / 2;
var dy = (size.y / this.pixelScale) / 2;
tmp.set(-dx, -dy, 0).transformMat4(billboardMatrix).add(vec);
this.project(tmp, tmp);
var tlx = tmp.x;
var tly = tmp.y;
tmp.set(dx, dy, 0).transformMat4(billboardMatrix).add(vec);
this.project(tmp, tmp);
var brx = tmp.x;
var bry = tmp.y;
// var w = Math.abs(brx - tlx);
// var h = Math.abs(bry - tly);
// Allow the projection to get negative ...
var w = brx - tlx;
var h = bry - tly;
return out.set(w, h);
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.children.clear();
this.scene = undefined;
this.children = undefined;
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#setX
* @since 3.0.0
*
* @param {number} value - [description]
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
setX: function (value)
{
this.position.x = value;
return this.update();
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#setY
* @since 3.0.0
*
* @param {number} value - [description]
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
setY: function (value)
{
this.position.y = value;
return this.update();
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.Camera#setZ
* @since 3.0.0
*
* @param {number} value - [description]
*
* @return {Phaser.Cameras.Sprite3D.Camera} This Camera object.
*/
setZ: function (value)
{
this.position.z = value;
return this.update();
},
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D.Camera#x
* @type {number}
* @since 3.0.0
*/
x: {
get: function ()
{
return this.position.x;
},
set: function (value)
{
this.position.x = value;
this.update();
}
},
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D.Camera#y
* @type {number}
* @since 3.0.0
*/
y: {
get: function ()
{
return this.position.y;
},
set: function (value)
{
this.position.y = value;
this.update();
}
},
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D.Camera#z
* @type {number}
* @since 3.0.0
*/
z: {
get: function ()
{
return this.position.z;
},
set: function (value)
{
this.position.z = value;
this.update();
}
}
});
Camera.FAR_RANGE = 1.0;
Camera.NEAR_RANGE = 0.0;
module.exports = Camera;
/***/ }),
/* 16 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser Scale Modes.
*
* @name Phaser.ScaleModes
* @enum {integer}
* @memberOf Phaser
* @readOnly
* @since 3.0.0
*/
module.exports = {
/**
* Default Scale Mode (Linear).
*
* @name Phaser.ScaleModes.DEFAULT
*/
DEFAULT: 0,
/**
* Linear Scale Mode.
*
* @name Phaser.ScaleModes.LINEAR
*/
LINEAR: 0,
/**
* Nearest Scale Mode.
*
* @name Phaser.ScaleModes.NEAREST
*/
NEAREST: 1
};
/***/ }),
/* 17 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var RND = __webpack_require__(72);
var MATH_CONST = {
/**
* The value of PI * 2.
*
* @name Phaser.Math.PI2
* @type {number}
* @since 3.0.0
*/
PI2: Math.PI * 2,
/**
* The value of PI * 0.5.
*
* @name Phaser.Math.TAU
* @type {number}
* @since 3.0.0
*/
TAU: Math.PI * 0.5,
/**
* An epsilon value (1.0e-6)
*
* @name Phaser.Math.EPSILON
* @type {number}
* @since 3.0.0
*/
EPSILON: 1.0e-6,
/**
* For converting degrees to radians (PI / 180)
*
* @name Phaser.Math.DEG_TO_RAD
* @type {number}
* @since 3.0.0
*/
DEG_TO_RAD: Math.PI / 180,
/**
* For converting radians to degrees (180 / PI)
*
* @name Phaser.Math.RAD_TO_DEG
* @type {number}
* @since 3.0.0
*/
RAD_TO_DEG: 180 / Math.PI,
/**
* An instance of the Random Number Generator.
*
* @name Phaser.Math.RND
* @type {Phaser.Math.RandomDataGenerator}
* @since 3.0.0
*/
RND: new RND()
};
module.exports = MATH_CONST;
/***/ }),
/* 18 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser Blend Modes.
*
* @name Phaser.BlendModes
* @enum {integer}
* @memberOf Phaser
* @readOnly
* @since 3.0.0
*/
module.exports = {
/**
* Skips the Blend Mode check in the renderer.
*
* @name Phaser.BlendModes.SKIP_CHECK
*/
SKIP_CHECK: -1,
/**
* Normal blend mode.
*
* @name Phaser.BlendModes.NORMAL
*/
NORMAL: 0,
/**
* Add blend mode.
*
* @name Phaser.BlendModes.ADD
*/
ADD: 1,
/**
* Multiply blend mode.
*
* @name Phaser.BlendModes.MULTIPLY
*/
MULTIPLY: 2,
/**
* Screen blend mode.
*
* @name Phaser.BlendModes.SCREEN
*/
SCREEN: 3,
/**
* Overlay blend mode.
*
* @name Phaser.BlendModes.OVERLAY
*/
OVERLAY: 4,
/**
* Darken blend mode.
*
* @name Phaser.BlendModes.DARKEN
*/
DARKEN: 5,
/**
* Lighten blend mode.
*
* @name Phaser.BlendModes.LIGHTEN
*/
LIGHTEN: 6,
/**
* Color Dodge blend mode.
*
* @name Phaser.BlendModes.COLOR_DODGE
*/
COLOR_DODGE: 7,
/**
* Color Burn blend mode.
*
* @name Phaser.BlendModes.COLOR_BURN
*/
COLOR_BURN: 8,
/**
* Hard Light blend mode.
*
* @name Phaser.BlendModes.HARD_LIGHT
*/
HARD_LIGHT: 9,
/**
* Soft Light blend mode.
*
* @name Phaser.BlendModes.SOFT_LIGHT
*/
SOFT_LIGHT: 10,
/**
* Difference blend mode.
*
* @name Phaser.BlendModes.DIFFERENCE
*/
DIFFERENCE: 11,
/**
* Exclusion blend mode.
*
* @name Phaser.BlendModes.EXCLUSION
*/
EXCLUSION: 12,
/**
* Hue blend mode.
*
* @name Phaser.BlendModes.HUE
*/
HUE: 13,
/**
* Saturation blend mode.
*
* @name Phaser.BlendModes.SATURATION
*/
SATURATION: 14,
/**
* Color blend mode.
*
* @name Phaser.BlendModes.COLOR
*/
COLOR: 15,
/**
* Luminosity blend mode.
*
* @name Phaser.BlendModes.LUMINOSITY
*/
LUMINOSITY: 16
};
/***/ }),
/* 19 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser3-plugin-template/blob/master/LICENSE|MIT License}
*/
var Class = __webpack_require__(0);
/**
* @classdesc
* A Global Plugin is installed just once into the Game owned Plugin Manager.
* It can listen for Game events and respond to them.
*
* @class BasePlugin
* @memberOf Phaser.Plugins
* @constructor
* @since 3.8.0
*
* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Plugin Manager.
*/
var BasePlugin = new Class({
initialize:
function BasePlugin (pluginManager)
{
/**
* A handy reference to the Plugin Manager that is responsible for this plugin.
* Can be used as a route to gain access to game systems and events.
*
* @name Phaser.Plugins.BasePlugin#pluginManager
* @type {Phaser.Plugins.PluginManager}
* @protected
* @since 3.8.0
*/
this.pluginManager = pluginManager;
/**
* A reference to the Game instance this plugin is running under.
*
* @name Phaser.Plugins.BasePlugin#game
* @type {Phaser.Game}
* @protected
* @since 3.8.0
*/
this.game = pluginManager.game;
/**
* A reference to the Scene that has installed this plugin.
* Only set if it's a Scene Plugin, otherwise `null`.
* This property is only set when the plugin is instantiated and added to the Scene, not before.
* You cannot use it during the `init` method, but you can during the `boot` method.
*
* @name Phaser.Plugins.BasePlugin#scene
* @type {?Phaser.Scene}
* @protected
* @since 3.8.0
*/
this.scene;
/**
* A reference to the Scene Systems of the Scene that has installed this plugin.
* Only set if it's a Scene Plugin, otherwise `null`.
* This property is only set when the plugin is instantiated and added to the Scene, not before.
* You cannot use it during the `init` method, but you can during the `boot` method.
*
* @name Phaser.Plugins.BasePlugin#systems
* @type {?Phaser.Scenes.Systems}
* @protected
* @since 3.8.0
*/
this.systems;
},
/**
* Called by the PluginManager when this plugin is first instantiated.
* It will never be called again on this instance.
* In here you can set-up whatever you need for this plugin to run.
* If a plugin is set to automatically start then `BasePlugin.start` will be called immediately after this.
*
* @method Phaser.Plugins.BasePlugin#init
* @since 3.8.0
*
* @param {?any} [data] - A value specified by the user, if any, from the `data` property of the plugin's configuration object (if started at game boot) or passed in the PluginManager's `install` method (if started manually).
*/
init: function ()
{
},
/**
* Called by the PluginManager when this plugin is started.
* If a plugin is stopped, and then started again, this will get called again.
* Typically called immediately after `BasePlugin.init`.
*
* @method Phaser.Plugins.BasePlugin#start
* @since 3.8.0
*/
start: function ()
{
// Here are the game-level events you can listen to.
// At the very least you should offer a destroy handler for when the game closes down.
// var eventEmitter = this.game.events;
// eventEmitter.once('destroy', this.gameDestroy, this);
// eventEmitter.on('pause', this.gamePause, this);
// eventEmitter.on('resume', this.gameResume, this);
// eventEmitter.on('resize', this.gameResize, this);
// eventEmitter.on('prestep', this.gamePreStep, this);
// eventEmitter.on('step', this.gameStep, this);
// eventEmitter.on('poststep', this.gamePostStep, this);
// eventEmitter.on('prerender', this.gamePreRender, this);
// eventEmitter.on('postrender', this.gamePostRender, this);
},
/**
* Called by the PluginManager when this plugin is stopped.
* The game code has requested that your plugin stop doing whatever it does.
* It is now considered as 'inactive' by the PluginManager.
* Handle that process here (i.e. stop listening for events, etc)
* If the plugin is started again then `BasePlugin.start` will be called again.
*
* @method Phaser.Plugins.BasePlugin#stop
* @since 3.8.0
*/
stop: function ()
{
},
/**
* If this is a Scene Plugin (i.e. installed into a Scene) then this method is called when the Scene boots.
* By this point the plugin properties `scene` and `systems` will have already been set.
* In here you can listen for Scene events and set-up whatever you need for this plugin to run.
*
* @method Phaser.Plugins.BasePlugin#boot
* @since 3.8.0
*/
boot: function ()
{
// Here are the Scene events you can listen to.
// At the very least you should offer a destroy handler for when the Scene closes down.
// var eventEmitter = this.systems.events;
// eventEmitter.once('destroy', this.sceneDestroy, this);
// eventEmitter.on('start', this.sceneStart, this);
// eventEmitter.on('preupdate', this.scenePreUpdate, this);
// eventEmitter.on('update', this.sceneUpdate, this);
// eventEmitter.on('postupdate', this.scenePostUpdate, this);
// eventEmitter.on('pause', this.scenePause, this);
// eventEmitter.on('resume', this.sceneResume, this);
// eventEmitter.on('sleep', this.sceneSleep, this);
// eventEmitter.on('wake', this.sceneWake, this);
// eventEmitter.on('shutdown', this.sceneShutdown, this);
// eventEmitter.on('destroy', this.sceneDestroy, this);
},
/**
* Game instance has been destroyed.
* You must release everything in here, all references, all objects, free it all up.
*
* @method Phaser.Plugins.BasePlugin#destroy
* @since 3.8.0
*/
destroy: function ()
{
this.pluginManager = null;
this.game = null;
this.scene = null;
this.systems = null;
}
});
module.exports = BasePlugin;
/***/ }),
/* 20 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser3-plugin-template/blob/master/LICENSE|MIT License}
*/
var BasePlugin = __webpack_require__(19);
var Class = __webpack_require__(0);
/**
* @classdesc
* A Scene Level Plugin is installed into every Scene and belongs to that Scene.
* It can listen for Scene events and respond to them.
* It can map itself to a Scene property, or into the Scene Systems, or both.
*
* @class ScenePlugin
* @memberOf Phaser.Plugins
* @extends Phaser.Plugins.BasePlugin
* @constructor
* @since 3.8.0
*
* @param {Phaser.Scene} scene - A reference to the Scene that has installed this plugin.
* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Plugin Manager.
*/
var ScenePlugin = new Class({
Extends: BasePlugin,
initialize:
function ScenePlugin (scene, pluginManager)
{
BasePlugin.call(this, pluginManager);
this.scene = scene;
this.systems = scene.sys;
scene.sys.events.once('boot', this.boot, this);
},
/**
* This method is called when the Scene boots. It is only ever called once.
*
* By this point the plugin properties `scene` and `systems` will have already been set.
*
* In here you can listen for Scene events and set-up whatever you need for this plugin to run.
* Here are the Scene events you can listen to:
*
* start
* ready
* preupdate
* update
* postupdate
* resize
* pause
* resume
* sleep
* wake
* transitioninit
* transitionstart
* transitioncomplete
* transitionout
* shutdown
* destroy
*
* At the very least you should offer a destroy handler for when the Scene closes down, i.e:
*
* ```javascript
* var eventEmitter = this.systems.events;
* eventEmitter.once('destroy', this.sceneDestroy, this);
* ```
*
* @method Phaser.Plugins.ScenePlugin#boot
* @since 3.8.0
*/
boot: function ()
{
}
});
module.exports = ScenePlugin;
/***/ }),
/* 21 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Camera = __webpack_require__(15);
var Class = __webpack_require__(0);
var Vector3 = __webpack_require__(2);
// Local cache vars
var tmpVec3 = new Vector3();
/**
* @classdesc
* [description]
*
* @class PerspectiveCamera
* @extends Phaser.Cameras.Sprite3D.Camera
* @memberOf Phaser.Cameras.Sprite3D
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
* @param {integer} [fieldOfView=80] - [description]
* @param {integer} [viewportWidth=0] - [description]
* @param {integer} [viewportHeight=0] - [description]
*/
var PerspectiveCamera = new Class({
Extends: Camera,
// FOV is converted to radians automatically
initialize:
function PerspectiveCamera (scene, fieldOfView, viewportWidth, viewportHeight)
{
if (fieldOfView === undefined) { fieldOfView = 80; }
if (viewportWidth === undefined) { viewportWidth = 0; }
if (viewportHeight === undefined) { viewportHeight = 0; }
Camera.call(this, scene);
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D.PerspectiveCamera#viewportWidth
* @type {integer}
* @default 0
* @since 3.0.0
*/
this.viewportWidth = viewportWidth;
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D.PerspectiveCamera#viewportHeight
* @type {integer}
* @default 0
* @since 3.0.0
*/
this.viewportHeight = viewportHeight;
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D.PerspectiveCamera#fieldOfView
* @type {integer}
* @default 80
* @since 3.0.0
*/
this.fieldOfView = fieldOfView * Math.PI / 180;
this.update();
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.PerspectiveCamera#setFOV
* @since 3.0.0
*
* @param {number} value - [description]
*
* @return {Phaser.Cameras.Sprite3D.PerspectiveCamera} [description]
*/
setFOV: function (value)
{
this.fieldOfView = value * Math.PI / 180;
return this;
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.PerspectiveCamera#update
* @since 3.0.0
*
* @return {Phaser.Cameras.Sprite3D.PerspectiveCamera} [description]
*/
update: function ()
{
var aspect = this.viewportWidth / this.viewportHeight;
// Create a perspective matrix for our camera
this.projection.perspective(
this.fieldOfView,
aspect,
Math.abs(this.near),
Math.abs(this.far)
);
// Build the view matrix
tmpVec3.copy(this.position).add(this.direction);
this.view.lookAt(this.position, tmpVec3, this.up);
// Projection * view matrix
this.combined.copy(this.projection).multiply(this.view);
// Invert combined matrix, used for unproject
this.invProjectionView.copy(this.combined).invert();
this.billboardMatrixDirty = true;
this.updateChildren();
return this;
}
});
module.exports = PerspectiveCamera;
/***/ }),
/* 22 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Renders this Game Object with the Canvas Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.Sprite#renderCanvas
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - A reference to the current active Canvas renderer.
* @param {Phaser.GameObjects.Sprite} src - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
*/
var SpriteCanvasRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
renderer.batchSprite(src, src.frame, camera, parentMatrix);
};
module.exports = SpriteCanvasRenderer;
/***/ }),
/* 23 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Renders this Game Object with the WebGL Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.Sprite#renderWebGL
* @since 3.0.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Sprite} src - The Game Object being rendered in this call.
* @param {number} interpolationPercentage - Reserved for future use and custom pipelines.
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera that is rendering the Game Object.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
*/
var SpriteWebGLRenderer = function (renderer, src, interpolationPercentage, camera, parentMatrix)
{
this.pipeline.batchSprite(src, camera, parentMatrix);
};
module.exports = SpriteWebGLRenderer;
/***/ }),
/* 24 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var renderWebGL = __webpack_require__(6);
var renderCanvas = __webpack_require__(6);
if (typeof WEBGL_RENDERER)
{
renderWebGL = __webpack_require__(23);
}
if (typeof CANVAS_RENDERER)
{
renderCanvas = __webpack_require__(22);
}
module.exports = {
renderWebGL: renderWebGL,
renderCanvas: renderCanvas
};
/***/ }),
/* 25 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(0);
var Components = __webpack_require__(11);
var GameObject = __webpack_require__(12);
var SpriteRender = __webpack_require__(24);
/**
* @classdesc
* A Sprite Game Object.
*
* A Sprite Game Object is used for the display of both static and animated images in your game.
* Sprites can have input events and physics bodies. They can also be tweened, tinted, scrolled
* and animated.
*
* The main difference between a Sprite and an Image Game Object is that you cannot animate Images.
* As such, Sprites take a fraction longer to process and have a larger API footprint due to the Animation
* Component. If you do not require animation then you can safely use Images to replace Sprites in all cases.
*
* @class Sprite
* @extends Phaser.GameObjects.GameObject
* @memberOf Phaser.GameObjects
* @constructor
* @since 3.0.0
*
* @extends Phaser.GameObjects.Components.Alpha
* @extends Phaser.GameObjects.Components.BlendMode
* @extends Phaser.GameObjects.Components.Depth
* @extends Phaser.GameObjects.Components.Flip
* @extends Phaser.GameObjects.Components.GetBounds
* @extends Phaser.GameObjects.Components.Mask
* @extends Phaser.GameObjects.Components.Origin
* @extends Phaser.GameObjects.Components.Pipeline
* @extends Phaser.GameObjects.Components.ScaleMode
* @extends Phaser.GameObjects.Components.ScrollFactor
* @extends Phaser.GameObjects.Components.Size
* @extends Phaser.GameObjects.Components.TextureCrop
* @extends Phaser.GameObjects.Components.Tint
* @extends Phaser.GameObjects.Components.Transform
* @extends Phaser.GameObjects.Components.Visible
*
* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
* @param {number} x - The horizontal position of this Game Object in the world.
* @param {number} y - The vertical position of this Game Object in the world.
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
*/
var Sprite = new Class({
Extends: GameObject,
Mixins: [
Components.Alpha,
Components.BlendMode,
Components.Depth,
Components.Flip,
Components.GetBounds,
Components.Mask,
Components.Origin,
Components.Pipeline,
Components.ScaleMode,
Components.ScrollFactor,
Components.Size,
Components.TextureCrop,
Components.Tint,
Components.Transform,
Components.Visible,
SpriteRender
],
initialize:
function Sprite (scene, x, y, texture, frame)
{
GameObject.call(this, scene, 'Sprite');
/**
* The internal crop data object, as used by `setCrop` and passed to the `Frame.setCropUVs` method.
*
* @name Phaser.GameObjects.Sprite#_crop
* @type {object}
* @private
* @since 3.11.0
*/
this._crop = this.resetCropObject();
/**
* The Animation Controller of this Sprite.
*
* @name Phaser.GameObjects.Sprite#anims
* @type {Phaser.GameObjects.Components.Animation}
* @since 3.0.0
*/
this.anims = new Components.Animation(this);
this.setTexture(texture, frame);
this.setPosition(x, y);
this.setSizeToFrame();
this.setOriginFromFrame();
this.initPipeline('TextureTintPipeline');
},
/**
* Update this Sprite's animations.
*
* @method Phaser.GameObjects.Sprite#preUpdate
* @protected
* @since 3.0.0
*
* @param {number} time - The current timestamp.
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
*/
preUpdate: function (time, delta)
{
this.anims.update(time, delta);
},
/**
* Start playing the given animation.
*
* @method Phaser.GameObjects.Sprite#play
* @since 3.0.0
*
* @param {string} key - The string-based key of the animation to play.
* @param {boolean} [ignoreIfPlaying=false] - If an animation is already playing then ignore this call.
* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
*
* @return {Phaser.GameObjects.Sprite} This Game Object.
*/
play: function (key, ignoreIfPlaying, startFrame)
{
this.anims.play(key, ignoreIfPlaying, startFrame);
return this;
},
/**
* Build a JSON representation of this Sprite.
*
* @method Phaser.GameObjects.Sprite#toJSON
* @since 3.0.0
*
* @return {JSONGameObject} A JSON representation of the Game Object.
*/
toJSON: function ()
{
var data = Components.ToJSON(this);
// Extra Sprite data is added here
return data;
}
});
module.exports = Sprite;
/***/ }),
/* 26 */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
var has = Object.prototype.hasOwnProperty
, prefix = '~';
/**
* Constructor to create a storage for our `EE` objects.
* An `Events` instance is a plain object whose properties are event names.
*
* @constructor
* @private
*/
function Events() {}
//
// We try to not inherit from `Object.prototype`. In some engines creating an
// instance in this way is faster than calling `Object.create(null)` directly.
// If `Object.create(null)` is not supported we prefix the event names with a
// character to make sure that the built-in object properties are not
// overridden or used as an attack vector.
//
if (Object.create) {
Events.prototype = Object.create(null);
//
// This hack is needed because the `__proto__` property is still inherited in
// some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.
//
if (!new Events().__proto__) prefix = false;
}
/**
* Representation of a single event listener.
*
* @param {Function} fn The listener function.
* @param {*} context The context to invoke the listener with.
* @param {Boolean} [once=false] Specify if the listener is a one-time listener.
* @constructor
* @private
*/
function EE(fn, context, once) {
this.fn = fn;
this.context = context;
this.once = once || false;
}
/**
* Add a listener for a given event.
*
* @param {EventEmitter} emitter Reference to the `EventEmitter` instance.
* @param {(String|Symbol)} event The event name.
* @param {Function} fn The listener function.
* @param {*} context The context to invoke the listener with.
* @param {Boolean} once Specify if the listener is a one-time listener.
* @returns {EventEmitter}
* @private
*/
function addListener(emitter, event, fn, context, once) {
if (typeof fn !== 'function') {
throw new TypeError('The listener must be a function');
}
var listener = new EE(fn, context || emitter, once)
, evt = prefix ? prefix + event : event;
if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;
else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);
else emitter._events[evt] = [emitter._events[evt], listener];
return emitter;
}
/**
* Clear event by name.
*
* @param {EventEmitter} emitter Reference to the `EventEmitter` instance.
* @param {(String|Symbol)} evt The Event name.
* @private
*/
function clearEvent(emitter, evt) {
if (--emitter._eventsCount === 0) emitter._events = new Events();
else delete emitter._events[evt];
}
/**
* Minimal `EventEmitter` interface that is molded against the Node.js
* `EventEmitter` interface.
*
* @constructor
* @public
*/
function EventEmitter() {
this._events = new Events();
this._eventsCount = 0;
}
/**
* Return an array listing the events for which the emitter has registered
* listeners.
*
* @returns {Array}
* @public
*/
EventEmitter.prototype.eventNames = function eventNames() {
var names = []
, events
, name;
if (this._eventsCount === 0) return names;
for (name in (events = this._events)) {
if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);
}
if (Object.getOwnPropertySymbols) {
return names.concat(Object.getOwnPropertySymbols(events));
}
return names;
};
/**
* Return the listeners registered for a given event.
*
* @param {(String|Symbol)} event The event name.
* @returns {Array} The registered listeners.
* @public
*/
EventEmitter.prototype.listeners = function listeners(event) {
var evt = prefix ? prefix + event : event
, handlers = this._events[evt];
if (!handlers) return [];
if (handlers.fn) return [handlers.fn];
for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {
ee[i] = handlers[i].fn;
}
return ee;
};
/**
* Return the number of listeners listening to a given event.
*
* @param {(String|Symbol)} event The event name.
* @returns {Number} The number of listeners.
* @public
*/
EventEmitter.prototype.listenerCount = function listenerCount(event) {
var evt = prefix ? prefix + event : event
, listeners = this._events[evt];
if (!listeners) return 0;
if (listeners.fn) return 1;
return listeners.length;
};
/**
* Calls each of the listeners registered for a given event.
*
* @param {(String|Symbol)} event The event name.
* @returns {Boolean} `true` if the event had listeners, else `false`.
* @public
*/
EventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {
var evt = prefix ? prefix + event : event;
if (!this._events[evt]) return false;
var listeners = this._events[evt]
, len = arguments.length
, args
, i;
if (listeners.fn) {
if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);
switch (len) {
case 1: return listeners.fn.call(listeners.context), true;
case 2: return listeners.fn.call(listeners.context, a1), true;
case 3: return listeners.fn.call(listeners.context, a1, a2), true;
case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;
case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;
case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;
}
for (i = 1, args = new Array(len -1); i < len; i++) {
args[i - 1] = arguments[i];
}
listeners.fn.apply(listeners.context, args);
} else {
var length = listeners.length
, j;
for (i = 0; i < length; i++) {
if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);
switch (len) {
case 1: listeners[i].fn.call(listeners[i].context); break;
case 2: listeners[i].fn.call(listeners[i].context, a1); break;
case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;
case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;
default:
if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {
args[j - 1] = arguments[j];
}
listeners[i].fn.apply(listeners[i].context, args);
}
}
}
return true;
};
/**
* Add a listener for a given event.
*
* @param {(String|Symbol)} event The event name.
* @param {Function} fn The listener function.
* @param {*} [context=this] The context to invoke the listener with.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.on = function on(event, fn, context) {
return addListener(this, event, fn, context, false);
};
/**
* Add a one-time listener for a given event.
*
* @param {(String|Symbol)} event The event name.
* @param {Function} fn The listener function.
* @param {*} [context=this] The context to invoke the listener with.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.once = function once(event, fn, context) {
return addListener(this, event, fn, context, true);
};
/**
* Remove the listeners of a given event.
*
* @param {(String|Symbol)} event The event name.
* @param {Function} fn Only remove the listeners that match this function.
* @param {*} context Only remove the listeners that have this context.
* @param {Boolean} once Only remove one-time listeners.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {
var evt = prefix ? prefix + event : event;
if (!this._events[evt]) return this;
if (!fn) {
clearEvent(this, evt);
return this;
}
var listeners = this._events[evt];
if (listeners.fn) {
if (
listeners.fn === fn &&
(!once || listeners.once) &&
(!context || listeners.context === context)
) {
clearEvent(this, evt);
}
} else {
for (var i = 0, events = [], length = listeners.length; i < length; i++) {
if (
listeners[i].fn !== fn ||
(once && !listeners[i].once) ||
(context && listeners[i].context !== context)
) {
events.push(listeners[i]);
}
}
//
// Reset the array, or remove it completely if we have no more listeners.
//
if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;
else clearEvent(this, evt);
}
return this;
};
/**
* Remove all listeners, or those of the specified event.
*
* @param {(String|Symbol)} [event] The event name.
* @returns {EventEmitter} `this`.
* @public
*/
EventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {
var evt;
if (event) {
evt = prefix ? prefix + event : event;
if (this._events[evt]) clearEvent(this, evt);
} else {
this._events = new Events();
this._eventsCount = 0;
}
return this;
};
//
// Alias methods names because people roll like that.
//
EventEmitter.prototype.off = EventEmitter.prototype.removeListener;
EventEmitter.prototype.addListener = EventEmitter.prototype.on;
//
// Expose the prefix.
//
EventEmitter.prefixed = prefix;
//
// Allow `EventEmitter` to be imported as module namespace.
//
EventEmitter.EventEmitter = EventEmitter;
//
// Expose the module.
//
if (true) {
module.exports = EventEmitter;
}
/***/ }),
/* 27 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(0);
/**
* @callback DataEachCallback
*
* @param {*} parent - The parent object of the DataManager.
* @param {string} key - The key of the value.
* @param {*} value - The value.
* @param {...*} [args] - Additional arguments that will be passed to the callback, after the game object, key, and data.
*/
/**
* @classdesc
* The Data Component features a means to store pieces of data specific to a Game Object, System or Plugin.
* You can then search, query it, and retrieve the data. The parent must either extend EventEmitter,
* or have a property called `events` that is an instance of it.
*
* @class DataManager
* @memberOf Phaser.Data
* @constructor
* @since 3.0.0
*
* @param {object} parent - The object that this DataManager belongs to.
* @param {Phaser.Events.EventEmitter} eventEmitter - The DataManager's event emitter.
*/
var DataManager = new Class({
initialize:
function DataManager (parent, eventEmitter)
{
/**
* The object that this DataManager belongs to.
*
* @name Phaser.Data.DataManager#parent
* @type {*}
* @since 3.0.0
*/
this.parent = parent;
/**
* The DataManager's event emitter.
*
* @name Phaser.Data.DataManager#events
* @type {Phaser.Events.EventEmitter}
* @since 3.0.0
*/
this.events = eventEmitter;
if (!eventEmitter)
{
this.events = (parent.events) ? parent.events : parent;
}
/**
* The data list.
*
* @name Phaser.Data.DataManager#list
* @type {Object.<string, *>}
* @default {}
* @since 3.0.0
*/
this.list = {};
/**
* The public values list. You can use this to access anything you have stored
* in this Data Manager. For example, if you set a value called `gold` you can
* access it via:
*
* ```javascript
* this.data.values.gold;
* ```
*
* You can also modify it directly:
*
* ```javascript
* this.data.values.gold += 1000;
* ```
*
* Doing so will emit a `setdata` event from the parent of this Data Manager.
*
* @name Phaser.Data.DataManager#values
* @type {Object.<string, *>}
* @default {}
* @since 3.10.0
*/
this.values = {};
/**
* Whether setting data is frozen for this DataManager.
*
* @name Phaser.Data.DataManager#_frozen
* @type {boolean}
* @private
* @default false
* @since 3.0.0
*/
this._frozen = false;
if (!parent.hasOwnProperty('sys') && this.events)
{
this.events.once('destroy', this.destroy, this);
}
},
/**
* Retrieves the value for the given key, or undefined if it doesn't exist.
*
* You can also access values via the `values` object. For example, if you had a key called `gold` you can do either:
*
* ```javascript
* this.data.get('gold');
* ```
*
* Or access the value directly:
*
* ```javascript
* this.data.values.gold;
* ```
*
* You can also pass in an array of keys, in which case an array of values will be returned:
*
* ```javascript
* this.data.get([ 'gold', 'armor', 'health' ]);
* ```
*
* This approach is useful for destructuring arrays in ES6.
*
* @method Phaser.Data.DataManager#get
* @since 3.0.0
*
* @param {(string|string[])} key - The key of the value to retrieve, or an array of keys.
*
* @return {*} The value belonging to the given key, or an array of values, the order of which will match the input array.
*/
get: function (key)
{
var list = this.list;
if (Array.isArray(key))
{
var output = [];
for (var i = 0; i < key.length; i++)
{
output.push(list[key[i]]);
}
return output;
}
else
{
return list[key];
}
},
/**
* Retrieves all data values in a new object.
*
* @method Phaser.Data.DataManager#getAll
* @since 3.0.0
*
* @return {Object.<string, *>} All data values.
*/
getAll: function ()
{
var results = {};
for (var key in this.list)
{
if (this.list.hasOwnProperty(key))
{
results[key] = this.list[key];
}
}
return results;
},
/**
* Queries the DataManager for the values of keys matching the given regular expression.
*
* @method Phaser.Data.DataManager#query
* @since 3.0.0
*
* @param {RegExp} search - A regular expression object. If a non-RegExp object obj is passed, it is implicitly converted to a RegExp by using new RegExp(obj).
*
* @return {Object.<string, *>} The values of the keys matching the search string.
*/
query: function (search)
{
var results = {};
for (var key in this.list)
{
if (this.list.hasOwnProperty(key) && key.match(search))
{
results[key] = this.list[key];
}
}
return results;
},
/**
* Sets a value for the given key. If the key doesn't already exist in the Data Manager then it is created.
*
* ```javascript
* data.set('name', 'Red Gem Stone');
* ```
*
* You can also pass in an object of key value pairs as the first argument:
*
* ```javascript
* data.set({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });
* ```
*
* To get a value back again you can call `get`:
*
* ```javascript
* data.get('gold');
* ```
*
* Or you can access the value directly via the `values` property, where it works like any other variable:
*
* ```javascript
* data.values.gold += 50;
* ```
*
* When the value is first set, a `setdata` event is emitted.
*
* If the key already exists, a `changedata` event is emitted instead, along an event named after the key.
* For example, if you updated an existing key called `PlayerLives` then it would emit the event `changedata_PlayerLives`.
* These events will be emitted regardless if you use this method to set the value, or the direct `values` setter.
*
* Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings.
* This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.
*
* @method Phaser.Data.DataManager#set
* @since 3.0.0
*
* @param {(string|object)} key - The key to set the value for. Or an object or key value pairs. If an object the `data` argument is ignored.
* @param {*} data - The value to set for the given key. If an object is provided as the key this argument is ignored.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
set: function (key, data)
{
if (this._frozen)
{
return this;
}
if (typeof key === 'string')
{
return this.setValue(key, data);
}
else
{
for (var entry in key)
{
this.setValue(entry, key[entry]);
}
}
return this;
},
/**
* Internal value setter, called automatically by the `set` method.
*
* @method Phaser.Data.DataManager#setValue
* @private
* @since 3.10.0
*
* @param {string} key - The key to set the value for.
* @param {*} data - The value to set.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
setValue: function (key, data)
{
if (this._frozen)
{
return this;
}
if (this.has(key))
{
// Hit the key getter, which will in turn emit the events.
this.values[key] = data;
}
else
{
var _this = this;
var list = this.list;
var events = this.events;
var parent = this.parent;
Object.defineProperty(this.values, key, {
enumerable: true,
configurable: true,
get: function ()
{
return list[key];
},
set: function (value)
{
if (!_this._frozen)
{
var previousValue = list[key];
list[key] = value;
events.emit('changedata', parent, key, value, previousValue);
events.emit('changedata_' + key, parent, value, previousValue);
}
}
});
list[key] = data;
events.emit('setdata', parent, key, data);
}
return this;
},
/**
* Passes all data entries to the given callback.
*
* @method Phaser.Data.DataManager#each
* @since 3.0.0
*
* @param {DataEachCallback} callback - The function to call.
* @param {*} [context] - Value to use as `this` when executing callback.
* @param {...*} [args] - Additional arguments that will be passed to the callback, after the game object, key, and data.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
each: function (callback, context)
{
var args = [ this.parent, null, undefined ];
for (var i = 1; i < arguments.length; i++)
{
args.push(arguments[i]);
}
for (var key in this.list)
{
args[1] = key;
args[2] = this.list[key];
callback.apply(context, args);
}
return this;
},
/**
* Merge the given object of key value pairs into this DataManager.
*
* Any newly created values will emit a `setdata` event. Any updated values (see the `overwrite` argument)
* will emit a `changedata` event.
*
* @method Phaser.Data.DataManager#merge
* @since 3.0.0
*
* @param {Object.<string, *>} data - The data to merge.
* @param {boolean} [overwrite=true] - Whether to overwrite existing data. Defaults to true.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
merge: function (data, overwrite)
{
if (overwrite === undefined) { overwrite = true; }
// Merge data from another component into this one
for (var key in data)
{
if (data.hasOwnProperty(key) && (overwrite || (!overwrite && !this.has(key))))
{
this.setValue(key, data[key]);
}
}
return this;
},
/**
* Remove the value for the given key.
*
* If the key is found in this Data Manager it is removed from the internal lists and a
* `removedata` event is emitted.
*
* You can also pass in an array of keys, in which case all keys in the array will be removed:
*
* ```javascript
* this.data.remove([ 'gold', 'armor', 'health' ]);
* ```
*
* @method Phaser.Data.DataManager#remove
* @since 3.0.0
*
* @param {(string|string[])} key - The key to remove, or an array of keys to remove.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
remove: function (key)
{
if (this._frozen)
{
return this;
}
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
this.removeValue(key[i]);
}
}
else
{
return this.removeValue(key);
}
return this;
},
/**
* Internal value remover, called automatically by the `remove` method.
*
* @method Phaser.Data.DataManager#removeValue
* @private
* @since 3.10.0
*
* @param {string} key - The key to set the value for.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
removeValue: function (key)
{
if (this.has(key))
{
var data = this.list[key];
delete this.list[key];
delete this.values[key];
this.events.emit('removedata', this.parent, key, data);
}
return this;
},
/**
* Retrieves the data associated with the given 'key', deletes it from this Data Manager, then returns it.
*
* @method Phaser.Data.DataManager#pop
* @since 3.0.0
*
* @param {string} key - The key of the value to retrieve and delete.
*
* @return {*} The value of the given key.
*/
pop: function (key)
{
var data = undefined;
if (!this._frozen && this.has(key))
{
data = this.list[key];
delete this.list[key];
delete this.values[key];
this.events.emit('removedata', this, key, data);
}
return data;
},
/**
* Determines whether the given key is set in this Data Manager.
*
* Please note that the keys are case-sensitive and must be valid JavaScript Object property strings.
* This means the keys `gold` and `Gold` are treated as two unique values within the Data Manager.
*
* @method Phaser.Data.DataManager#has
* @since 3.0.0
*
* @param {string} key - The key to check.
*
* @return {boolean} Returns `true` if the key exists, otherwise `false`.
*/
has: function (key)
{
return this.list.hasOwnProperty(key);
},
/**
* Freeze or unfreeze this Data Manager. A frozen Data Manager will block all attempts
* to create new values or update existing ones.
*
* @method Phaser.Data.DataManager#setFreeze
* @since 3.0.0
*
* @param {boolean} value - Whether to freeze or unfreeze the Data Manager.
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
setFreeze: function (value)
{
this._frozen = value;
return this;
},
/**
* Delete all data in this Data Manager and unfreeze it.
*
* @method Phaser.Data.DataManager#reset
* @since 3.0.0
*
* @return {Phaser.Data.DataManager} This DataManager object.
*/
reset: function ()
{
for (var key in this.list)
{
delete this.list[key];
delete this.values[key];
}
this._frozen = false;
return this;
},
/**
* Destroy this data manager.
*
* @method Phaser.Data.DataManager#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.reset();
this.events.off('changedata');
this.events.off('setdata');
this.events.off('removedata');
this.parent = null;
},
/**
* Gets or sets the frozen state of this Data Manager.
* A frozen Data Manager will block all attempts to create new values or update existing ones.
*
* @name Phaser.Data.DataManager#freeze
* @type {boolean}
* @since 3.0.0
*/
freeze: {
get: function ()
{
return this._frozen;
},
set: function (value)
{
this._frozen = (value) ? true : false;
}
},
/**
* Return the total number of entries in this Data Manager.
*
* @name Phaser.Data.DataManager#count
* @type {integer}
* @since 3.0.0
*/
count: {
get: function ()
{
var i = 0;
for (var key in this.list)
{
if (this.list[key] !== undefined)
{
i++;
}
}
return i;
}
}
});
module.exports = DataManager;
/***/ }),
/* 28 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// bitmask flag for GameObject.renderMask
var _FLAG = 1; // 0001
/**
* Provides methods used for setting the visibility of a Game Object.
* Should be applied as a mixin and not used directly.
*
* @name Phaser.GameObjects.Components.Visible
* @since 3.0.0
*/
var Visible = {
/**
* Private internal value. Holds the visible value.
*
* @name Phaser.GameObjects.Components.Visible#_visible
* @type {boolean}
* @private
* @default true
* @since 3.0.0
*/
_visible: true,
/**
* The visible state of the Game Object.
*
* An invisible Game Object will skip rendering, but will still process update logic.
*
* @name Phaser.GameObjects.Components.Visible#visible
* @type {boolean}
* @since 3.0.0
*/
visible: {
get: function ()
{
return this._visible;
},
set: function (value)
{
if (value)
{
this._visible = true;
this.renderFlags |= _FLAG;
}
else
{
this._visible = false;
this.renderFlags &= ~_FLAG;
}
}
},
/**
* Sets the visibility of this Game Object.
*
* An invisible Game Object will skip rendering, but will still process update logic.
*
* @method Phaser.GameObjects.Components.Visible#setVisible
* @since 3.0.0
*
* @param {boolean} value - The visible state of the Game Object.
*
* @return {this} This Game Object instance.
*/
setVisible: function (value)
{
this.visible = value;
return this;
}
};
module.exports = Visible;
/***/ }),
/* 29 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Wrap = __webpack_require__(7);
/**
* Wrap an angle in degrees.
*
* Wraps the angle to a value in the range of -180 to 180.
*
* @function Phaser.Math.Angle.WrapDegrees
* @since 3.0.0
*
* @param {number} angle - The angle to wrap, in degrees.
*
* @return {number} The wrapped angle, in degrees.
*/
var WrapDegrees = function (angle)
{
return Wrap(angle, -180, 180);
};
module.exports = WrapDegrees;
/***/ }),
/* 30 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var MathWrap = __webpack_require__(7);
/**
* Wrap an angle.
*
* Wraps the angle to a value in the range of -PI to PI.
*
* @function Phaser.Math.Angle.Wrap
* @since 3.0.0
*
* @param {number} angle - The angle to wrap, in radians.
*
* @return {number} The wrapped angle, in radians.
*/
var Wrap = function (angle)
{
return MathWrap(angle, -Math.PI, Math.PI);
};
module.exports = Wrap;
/***/ }),
/* 31 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var MATH_CONST = __webpack_require__(17);
var TransformMatrix = __webpack_require__(8);
var WrapAngle = __webpack_require__(30);
var WrapAngleDegrees = __webpack_require__(29);
// global bitmask flag for GameObject.renderMask (used by Scale)
var _FLAG = 4; // 0100
/**
* Provides methods used for getting and setting the position, scale and rotation of a Game Object.
*
* @name Phaser.GameObjects.Components.Transform
* @since 3.0.0
*/
var Transform = {
/**
* Private internal value. Holds the horizontal scale value.
*
* @name Phaser.GameObjects.Components.Transform#_scaleX
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_scaleX: 1,
/**
* Private internal value. Holds the vertical scale value.
*
* @name Phaser.GameObjects.Components.Transform#_scaleY
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_scaleY: 1,
/**
* Private internal value. Holds the rotation value in radians.
*
* @name Phaser.GameObjects.Components.Transform#_rotation
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
_rotation: 0,
/**
* The x position of this Game Object.
*
* @name Phaser.GameObjects.Components.Transform#x
* @type {number}
* @default 0
* @since 3.0.0
*/
x: 0,
/**
* The y position of this Game Object.
*
* @name Phaser.GameObjects.Components.Transform#y
* @type {number}
* @default 0
* @since 3.0.0
*/
y: 0,
/**
* The z position of this Game Object.
* Note: Do not use this value to set the z-index, instead see the `depth` property.
*
* @name Phaser.GameObjects.Components.Transform#z
* @type {number}
* @default 0
* @since 3.0.0
*/
z: 0,
/**
* The w position of this Game Object.
*
* @name Phaser.GameObjects.Components.Transform#w
* @type {number}
* @default 0
* @since 3.0.0
*/
w: 0,
/**
* The horizontal scale of this Game Object.
*
* @name Phaser.GameObjects.Components.Transform#scaleX
* @type {number}
* @default 1
* @since 3.0.0
*/
scaleX: {
get: function ()
{
return this._scaleX;
},
set: function (value)
{
this._scaleX = value;
if (this._scaleX === 0)
{
this.renderFlags &= ~_FLAG;
}
else
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The vertical scale of this Game Object.
*
* @name Phaser.GameObjects.Components.Transform#scaleY
* @type {number}
* @default 1
* @since 3.0.0
*/
scaleY: {
get: function ()
{
return this._scaleY;
},
set: function (value)
{
this._scaleY = value;
if (this._scaleY === 0)
{
this.renderFlags &= ~_FLAG;
}
else
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The angle of this Game Object as expressed in degrees.
*
* Where 0 is to the right, 90 is down, 180 is left.
*
* If you prefer to work in radians, see the `rotation` property instead.
*
* @name Phaser.GameObjects.Components.Transform#angle
* @type {integer}
* @default 0
* @since 3.0.0
*/
angle: {
get: function ()
{
return WrapAngleDegrees(this._rotation * MATH_CONST.RAD_TO_DEG);
},
set: function (value)
{
// value is in degrees
this.rotation = WrapAngleDegrees(value) * MATH_CONST.DEG_TO_RAD;
}
},
/**
* The angle of this Game Object in radians.
*
* If you prefer to work in degrees, see the `angle` property instead.
*
* @name Phaser.GameObjects.Components.Transform#rotation
* @type {number}
* @default 1
* @since 3.0.0
*/
rotation: {
get: function ()
{
return this._rotation;
},
set: function (value)
{
// value is in radians
this._rotation = WrapAngle(value);
}
},
/**
* Sets the position of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setPosition
* @since 3.0.0
*
* @param {number} [x=0] - The x position of this Game Object.
* @param {number} [y=x] - The y position of this Game Object. If not set it will use the `x` value.
* @param {number} [z=0] - The z position of this Game Object.
* @param {number} [w=0] - The w position of this Game Object.
*
* @return {this} This Game Object instance.
*/
setPosition: function (x, y, z, w)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = x; }
if (z === undefined) { z = 0; }
if (w === undefined) { w = 0; }
this.x = x;
this.y = y;
this.z = z;
this.w = w;
return this;
},
/**
* Sets the position of this Game Object to be a random position within the confines of
* the given area.
*
* If no area is specified a random position between 0 x 0 and the game width x height is used instead.
*
* The position does not factor in the size of this Game Object, meaning that only the origin is
* guaranteed to be within the area.
*
* @method Phaser.GameObjects.Components.Transform#setRandomPosition
* @since 3.8.0
*
* @param {number} [x=0] - The x position of the top-left of the random area.
* @param {number} [y=0] - The y position of the top-left of the random area.
* @param {number} [width] - The width of the random area.
* @param {number} [height] - The height of the random area.
*
* @return {this} This Game Object instance.
*/
setRandomPosition: function (x, y, width, height)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (width === undefined) { width = this.scene.sys.game.config.width; }
if (height === undefined) { height = this.scene.sys.game.config.height; }
this.x = x + (Math.random() * width);
this.y = y + (Math.random() * height);
return this;
},
/**
* Sets the rotation of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setRotation
* @since 3.0.0
*
* @param {number} [radians=0] - The rotation of this Game Object, in radians.
*
* @return {this} This Game Object instance.
*/
setRotation: function (radians)
{
if (radians === undefined) { radians = 0; }
this.rotation = radians;
return this;
},
/**
* Sets the angle of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setAngle
* @since 3.0.0
*
* @param {number} [degrees=0] - The rotation of this Game Object, in degrees.
*
* @return {this} This Game Object instance.
*/
setAngle: function (degrees)
{
if (degrees === undefined) { degrees = 0; }
this.angle = degrees;
return this;
},
/**
* Sets the scale of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setScale
* @since 3.0.0
*
* @param {number} x - The horizontal scale of this Game Object.
* @param {number} [y=x] - The vertical scale of this Game Object. If not set it will use the `x` value.
*
* @return {this} This Game Object instance.
*/
setScale: function (x, y)
{
if (x === undefined) { x = 1; }
if (y === undefined) { y = x; }
this.scaleX = x;
this.scaleY = y;
return this;
},
/**
* Sets the x position of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setX
* @since 3.0.0
*
* @param {number} [value=0] - The x position of this Game Object.
*
* @return {this} This Game Object instance.
*/
setX: function (value)
{
if (value === undefined) { value = 0; }
this.x = value;
return this;
},
/**
* Sets the y position of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setY
* @since 3.0.0
*
* @param {number} [value=0] - The y position of this Game Object.
*
* @return {this} This Game Object instance.
*/
setY: function (value)
{
if (value === undefined) { value = 0; }
this.y = value;
return this;
},
/**
* Sets the z position of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setZ
* @since 3.0.0
*
* @param {number} [value=0] - The z position of this Game Object.
*
* @return {this} This Game Object instance.
*/
setZ: function (value)
{
if (value === undefined) { value = 0; }
this.z = value;
return this;
},
/**
* Sets the w position of this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#setW
* @since 3.0.0
*
* @param {number} [value=0] - The w position of this Game Object.
*
* @return {this} This Game Object instance.
*/
setW: function (value)
{
if (value === undefined) { value = 0; }
this.w = value;
return this;
},
/**
* Gets the local transform matrix for this Game Object.
*
* @method Phaser.GameObjects.Components.Transform#getLocalTransformMatrix
* @since 3.4.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} [tempMatrix] - The matrix to populate with the values from this Game Object.
*
* @return {Phaser.GameObjects.Components.TransformMatrix} The populated Transform Matrix.
*/
getLocalTransformMatrix: function (tempMatrix)
{
if (tempMatrix === undefined) { tempMatrix = new TransformMatrix(); }
return tempMatrix.applyITRS(this.x, this.y, this._rotation, this._scaleX, this._scaleY);
},
/**
* Gets the world transform matrix for this Game Object, factoring in any parent Containers.
*
* @method Phaser.GameObjects.Components.Transform#getWorldTransformMatrix
* @since 3.4.0
*
* @param {Phaser.GameObjects.Components.TransformMatrix} [tempMatrix] - The matrix to populate with the values from this Game Object.
*
* @return {Phaser.GameObjects.Components.TransformMatrix} The populated Transform Matrix.
*/
getWorldTransformMatrix: function (tempMatrix)
{
if (tempMatrix === undefined) { tempMatrix = new TransformMatrix(); }
var parent = this.parentContainer;
if (!parent)
{
return this.getLocalTransformMatrix(tempMatrix);
}
var parents = [];
while (parent)
{
parents.unshift(parent);
parent = parent.parentContainer;
}
tempMatrix.loadIdentity();
var length = parents.length;
for (var i = 0; i < length; ++i)
{
parent = parents[i];
tempMatrix.translate(parent.x, parent.y);
tempMatrix.rotate(parent.rotation);
tempMatrix.scale(parent.scaleX, parent.scaleY);
}
tempMatrix.translate(this.x, this.y);
tempMatrix.rotate(this._rotation);
tempMatrix.scale(this._scaleX, this._scaleY);
return tempMatrix;
}
};
module.exports = Transform;
/***/ }),
/* 32 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @typedef {object} JSONGameObject
*
* @property {string} name - The name of this Game Object.
* @property {string} type - A textual representation of this Game Object, i.e. `sprite`.
* @property {number} x - The x position of this Game Object.
* @property {number} y - The y position of this Game Object.
* @property {object} scale - The scale of this Game Object
* @property {number} scale.x - The horizontal scale of this Game Object.
* @property {number} scale.y - The vertical scale of this Game Object.
* @property {object} origin - The origin of this Game Object.
* @property {number} origin.x - The horizontal origin of this Game Object.
* @property {number} origin.y - The vertical origin of this Game Object.
* @property {boolean} flipX - The horizontally flipped state of the Game Object.
* @property {boolean} flipY - The vertically flipped state of the Game Object.
* @property {number} rotation - The angle of this Game Object in radians.
* @property {number} alpha - The alpha value of the Game Object.
* @property {boolean} visible - The visible state of the Game Object.
* @property {integer} scaleMode - The Scale Mode being used by this Game Object.
* @property {(integer|string)} blendMode - Sets the Blend Mode being used by this Game Object.
* @property {string} textureKey - The texture key of this Game Object.
* @property {string} frameKey - The frame key of this Game Object.
* @property {object} data - The data of this Game Object.
*/
/**
* Build a JSON representation of the given Game Object.
*
* This is typically extended further by Game Object specific implementations.
*
* @method Phaser.GameObjects.Components.ToJSON
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} gameObject - The Game Object to export as JSON.
*
* @return {JSONGameObject} A JSON representation of the Game Object.
*/
var ToJSON = function (gameObject)
{
var out = {
name: gameObject.name,
type: gameObject.type,
x: gameObject.x,
y: gameObject.y,
depth: gameObject.depth,
scale: {
x: gameObject.scaleX,
y: gameObject.scaleY
},
origin: {
x: gameObject.originX,
y: gameObject.originY
},
flipX: gameObject.flipX,
flipY: gameObject.flipY,
rotation: gameObject.rotation,
alpha: gameObject.alpha,
visible: gameObject.visible,
scaleMode: gameObject.scaleMode,
blendMode: gameObject.blendMode,
textureKey: '',
frameKey: '',
data: {}
};
if (gameObject.texture)
{
out.textureKey = gameObject.texture.key;
out.frameKey = gameObject.frame.name;
}
return out;
};
module.exports = ToJSON;
/***/ }),
/* 33 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @function GetColor
* @since 3.0.0
* @private
*/
var GetColor = function (value)
{
return (value >> 16) + (value & 0xff00) + ((value & 0xff) << 16);
};
/**
* Provides methods used for setting the tint of a Game Object.
* Should be applied as a mixin and not used directly.
*
* @name Phaser.GameObjects.Components.Tint
* @webglOnly
* @since 3.0.0
*/
var Tint = {
/**
* Private internal value. Holds the top-left tint value.
*
* @name Phaser.GameObjects.Components.Tint#_tintTL
* @type {number}
* @private
* @default 16777215
* @since 3.0.0
*/
_tintTL: 16777215,
/**
* Private internal value. Holds the top-right tint value.
*
* @name Phaser.GameObjects.Components.Tint#_tintTR
* @type {number}
* @private
* @default 16777215
* @since 3.0.0
*/
_tintTR: 16777215,
/**
* Private internal value. Holds the bottom-left tint value.
*
* @name Phaser.GameObjects.Components.Tint#_tintBL
* @type {number}
* @private
* @default 16777215
* @since 3.0.0
*/
_tintBL: 16777215,
/**
* Private internal value. Holds the bottom-right tint value.
*
* @name Phaser.GameObjects.Components.Tint#_tintBR
* @type {number}
* @private
* @default 16777215
* @since 3.0.0
*/
_tintBR: 16777215,
/**
* Private internal value. Holds if the Game Object is tinted or not.
*
* @name Phaser.GameObjects.Components.Tint#_isTinted
* @type {boolean}
* @private
* @default false
* @since 3.11.0
*/
_isTinted: false,
/**
* Fill or additive?
*
* @name Phaser.GameObjects.Components.Tint#tintFill
* @type {boolean}
* @default false
* @since 3.11.0
*/
tintFill: false,
/**
* Clears all tint values associated with this Game Object.
*
* Immediately sets the color values back to 0xffffff and the tint type to 'additive',
* which results in no visible change to the texture.
*
* @method Phaser.GameObjects.Components.Tint#clearTint
* @webglOnly
* @since 3.0.0
*
* @return {this} This Game Object instance.
*/
clearTint: function ()
{
this.setTint(0xffffff);
this._isTinted = false;
return this;
},
/**
* Sets an additive tint on this Game Object.
*
* The tint works by taking the pixel color values from the Game Objects texture, and then
* multiplying it by the color value of the tint. You can provide either one color value,
* in which case the whole Game Object will be tinted in that color. Or you can provide a color
* per corner. The colors are blended together across the extent of the Game Object.
*
* To modify the tint color once set, either call this method again with new values or use the
* `tint` property to set all colors at once. Or, use the properties `tintTopLeft`, `tintTopRight,
* `tintBottomLeft` and `tintBottomRight` to set the corner color values independently.
*
* To remove a tint call `clearTint`.
*
* To swap this from being an additive tint to a fill based tint set the property `tintFill` to `true`.
*
* @method Phaser.GameObjects.Components.Tint#setTint
* @webglOnly
* @since 3.0.0
*
* @param {integer} [topLeft=0xffffff] - The tint being applied to the top-left of the Game Object. If no other values are given this value is applied evenly, tinting the whole Game Object.
* @param {integer} [topRight] - The tint being applied to the top-right of the Game Object.
* @param {integer} [bottomLeft] - The tint being applied to the bottom-left of the Game Object.
* @param {integer} [bottomRight] - The tint being applied to the bottom-right of the Game Object.
*
* @return {this} This Game Object instance.
*/
setTint: function (topLeft, topRight, bottomLeft, bottomRight)
{
if (topLeft === undefined) { topLeft = 0xffffff; }
if (topRight === undefined)
{
topRight = topLeft;
bottomLeft = topLeft;
bottomRight = topLeft;
}
this._tintTL = GetColor(topLeft);
this._tintTR = GetColor(topRight);
this._tintBL = GetColor(bottomLeft);
this._tintBR = GetColor(bottomRight);
this._isTinted = true;
this.tintFill = false;
return this;
},
/**
* Sets a fill-based tint on this Game Object.
*
* Unlike an additive tint, a fill-tint literally replaces the pixel colors from the texture
* with those in the tint. You can use this for effects such as making a player flash 'white'
* if hit by something. You can provide either one color value, in which case the whole
* Game Object will be rendered in that color. Or you can provide a color per corner. The colors
* are blended together across the extent of the Game Object.
*
* To modify the tint color once set, either call this method again with new values or use the
* `tint` property to set all colors at once. Or, use the properties `tintTopLeft`, `tintTopRight,
* `tintBottomLeft` and `tintBottomRight` to set the corner color values independently.
*
* To remove a tint call `clearTint`.
*
* To swap this from being a fill-tint to an additive tint set the property `tintFill` to `false`.
*
* @method Phaser.GameObjects.Components.Tint#setTintFill
* @webglOnly
* @since 3.11.0
*
* @param {integer} [topLeft=0xffffff] - The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object.
* @param {integer} [topRight] - The tint being applied to the top-right of the Game Object.
* @param {integer} [bottomLeft] - The tint being applied to the bottom-left of the Game Object.
* @param {integer} [bottomRight] - The tint being applied to the bottom-right of the Game Object.
*
* @return {this} This Game Object instance.
*/
setTintFill: function (topLeft, topRight, bottomLeft, bottomRight)
{
this.setTint(topLeft, topRight, bottomLeft, bottomRight);
this.tintFill = true;
return this;
},
/**
* The tint value being applied to the top-left of the Game Object.
* This value is interpolated from the corner to the center of the Game Object.
*
* @name Phaser.GameObjects.Components.Tint#tintTopLeft
* @type {integer}
* @webglOnly
* @since 3.0.0
*/
tintTopLeft: {
get: function ()
{
return this._tintTL;
},
set: function (value)
{
this._tintTL = GetColor(value);
this._isTinted = true;
}
},
/**
* The tint value being applied to the top-right of the Game Object.
* This value is interpolated from the corner to the center of the Game Object.
*
* @name Phaser.GameObjects.Components.Tint#tintTopRight
* @type {integer}
* @webglOnly
* @since 3.0.0
*/
tintTopRight: {
get: function ()
{
return this._tintTR;
},
set: function (value)
{
this._tintTR = GetColor(value);
this._isTinted = true;
}
},
/**
* The tint value being applied to the bottom-left of the Game Object.
* This value is interpolated from the corner to the center of the Game Object.
*
* @name Phaser.GameObjects.Components.Tint#tintBottomLeft
* @type {integer}
* @webglOnly
* @since 3.0.0
*/
tintBottomLeft: {
get: function ()
{
return this._tintBL;
},
set: function (value)
{
this._tintBL = GetColor(value);
this._isTinted = true;
}
},
/**
* The tint value being applied to the bottom-right of the Game Object.
* This value is interpolated from the corner to the center of the Game Object.
*
* @name Phaser.GameObjects.Components.Tint#tintBottomRight
* @type {integer}
* @webglOnly
* @since 3.0.0
*/
tintBottomRight: {
get: function ()
{
return this._tintBR;
},
set: function (value)
{
this._tintBR = GetColor(value);
this._isTinted = true;
}
},
/**
* The tint value being applied to the whole of the Game Object.
*
* @name Phaser.GameObjects.Components.Tint#tint
* @type {integer}
* @webglOnly
* @since 3.0.0
*/
tint: {
set: function (value)
{
this.setTint(value, value, value, value);
}
},
/**
* Does this Game Object have a tint applied to it or not?
*
* @name Phaser.GameObjects.Components.Tint#isTinted
* @type {boolean}
* @webglOnly
* @readOnly
* @since 3.11.0
*/
isTinted: {
get: function ()
{
return this._isTinted;
}
}
};
module.exports = Tint;
/***/ }),
/* 34 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// bitmask flag for GameObject.renderMask
var _FLAG = 8; // 1000
/**
* Provides methods used for getting and setting the texture of a Game Object.
*
* @name Phaser.GameObjects.Components.TextureCrop
* @since 3.0.0
*/
var TextureCrop = {
/**
* The Texture this Game Object is using to render with.
*
* @name Phaser.GameObjects.Components.TextureCrop#texture
* @type {Phaser.Textures.Texture|Phaser.Textures.CanvasTexture}
* @since 3.0.0
*/
texture: null,
/**
* The Texture Frame this Game Object is using to render with.
*
* @name Phaser.GameObjects.Components.TextureCrop#frame
* @type {Phaser.Textures.Frame}
* @since 3.0.0
*/
frame: null,
/**
* A boolean flag indicating if this Game Object is being cropped or not.
* You can toggle this at any time after `setCrop` has been called, to turn cropping on or off.
* Equally, calling `setCrop` with no arguments will reset the crop and disable it.
*
* @name Phaser.GameObjects.Components.TextureCrop#isCropped
* @type {boolean}
* @since 3.11.0
*/
isCropped: false,
/**
* Applies a crop to a texture based Game Object, such as a Sprite or Image.
*
* The crop is a rectangle that limits the area of the texture frame that is visible during rendering.
*
* Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just
* changes what is shown when rendered.
*
* The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left.
*
* Therefore, if you had a Game Object that had an 800x600 sized texture, and you wanted to show only the left
* half of it, you could call `setCrop(0, 0, 400, 600)`.
*
* It is also scaled to match the Game Object scale automatically. Therefore a crop rect of 100x50 would crop
* an area of 200x100 when applied to a Game Object that had a scale factor of 2.
*
* You can either pass in numeric values directly, or you can provide a single Rectangle object as the first argument.
*
* Call this method with no arguments at all to reset the crop, or toggle the property `isCropped` to `false`.
*
* You should do this if the crop rectangle becomes the same size as the frame itself, as it will allow
* the renderer to skip several internal calculations.
*
* @method Phaser.GameObjects.Components.TextureCrop#setCrop
* @since 3.11.0
*
* @param {(number|Phaser.Geom.Rectangle)} [x] - The x coordinate to start the crop from. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored.
* @param {number} [y] - The y coordinate to start the crop from.
* @param {number} [width] - The width of the crop rectangle in pixels.
* @param {number} [height] - The height of the crop rectangle in pixels.
*
* @return {this} This Game Object instance.
*/
setCrop: function (x, y, width, height)
{
if (x === undefined)
{
this.isCropped = false;
}
else if (this.frame)
{
if (typeof x === 'number')
{
this.frame.setCropUVs(this._crop, x, y, width, height, this.flipX, this.flipY);
}
else
{
var rect = x;
this.frame.setCropUVs(this._crop, rect.x, rect.y, rect.width, rect.height, this.flipX, this.flipY);
}
this.isCropped = true;
}
return this;
},
/**
* Sets the texture and frame this Game Object will use to render with.
*
* Textures are referenced by their string-based keys, as stored in the Texture Manager.
*
* @method Phaser.GameObjects.Components.TextureCrop#setTexture
* @since 3.0.0
*
* @param {string} key - The key of the texture to be used, as stored in the Texture Manager.
* @param {(string|integer)} [frame] - The name or index of the frame within the Texture.
*
* @return {this} This Game Object instance.
*/
setTexture: function (key, frame)
{
this.texture = this.scene.sys.textures.get(key);
return this.setFrame(frame);
},
/**
* Sets the frame this Game Object will use to render with.
*
* The Frame has to belong to the current Texture being used.
*
* It can be either a string or an index.
*
* Calling `setFrame` will modify the `width` and `height` properties of your Game Object.
* It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer.
*
* @method Phaser.GameObjects.Components.TextureCrop#setFrame
* @since 3.0.0
*
* @param {(string|integer)} frame - The name or index of the frame within the Texture.
* @param {boolean} [updateSize=true] - Should this call adjust the size of the Game Object?
* @param {boolean} [updateOrigin=true] - Should this call adjust the origin of the Game Object?
*
* @return {this} This Game Object instance.
*/
setFrame: function (frame, updateSize, updateOrigin)
{
if (updateSize === undefined) { updateSize = true; }
if (updateOrigin === undefined) { updateOrigin = true; }
this.frame = this.texture.get(frame);
if (!this.frame.cutWidth || !this.frame.cutHeight)
{
this.renderFlags &= ~_FLAG;
}
else
{
this.renderFlags |= _FLAG;
}
if (this._sizeComponent && updateSize)
{
this.setSizeToFrame();
}
if (this._originComponent && updateOrigin)
{
if (this.frame.customPivot)
{
this.setOrigin(this.frame.pivotX, this.frame.pivotY);
}
else
{
this.updateDisplayOrigin();
}
}
if (this.isCropped)
{
this.frame.updateCropUVs(this._crop, this.flipX, this.flipY);
}
return this;
},
/**
* Internal method that returns a blank, well-formed crop object for use by a Game Object.
*
* @method Phaser.GameObjects.Components.TextureCrop#resetCropObject
* @private
* @since 3.12.0
*
* @return {object} The crop object.
*/
resetCropObject: function ()
{
return { u0: 0, v0: 0, u1: 0, v1: 0, width: 0, height: 0, x: 0, y: 0, flipX: false, flipY: false, cx: 0, cy: 0, cw: 0, ch: 0 };
}
};
module.exports = TextureCrop;
/***/ }),
/* 35 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// bitmask flag for GameObject.renderMask
var _FLAG = 8; // 1000
/**
* Provides methods used for getting and setting the texture of a Game Object.
*
* @name Phaser.GameObjects.Components.Texture
* @since 3.0.0
*/
var Texture = {
/**
* The Texture this Game Object is using to render with.
*
* @name Phaser.GameObjects.Components.Texture#texture
* @type {Phaser.Textures.Texture|Phaser.Textures.CanvasTexture}
* @since 3.0.0
*/
texture: null,
/**
* The Texture Frame this Game Object is using to render with.
*
* @name Phaser.GameObjects.Components.Texture#frame
* @type {Phaser.Textures.Frame}
* @since 3.0.0
*/
frame: null,
/**
* Internal flag. Not to be set by this Game Object.
*
* @name Phaser.GameObjects.Components.Texture#isCropped
* @type {boolean}
* @private
* @since 3.11.0
*/
isCropped: false,
/**
* Sets the texture and frame this Game Object will use to render with.
*
* Textures are referenced by their string-based keys, as stored in the Texture Manager.
*
* @method Phaser.GameObjects.Components.Texture#setTexture
* @since 3.0.0
*
* @param {string} key - The key of the texture to be used, as stored in the Texture Manager.
* @param {(string|integer)} [frame] - The name or index of the frame within the Texture.
*
* @return {this} This Game Object instance.
*/
setTexture: function (key, frame)
{
this.texture = this.scene.sys.textures.get(key);
return this.setFrame(frame);
},
/**
* Sets the frame this Game Object will use to render with.
*
* The Frame has to belong to the current Texture being used.
*
* It can be either a string or an index.
*
* Calling `setFrame` will modify the `width` and `height` properties of your Game Object.
* It will also change the `origin` if the Frame has a custom pivot point, as exported from packages like Texture Packer.
*
* @method Phaser.GameObjects.Components.Texture#setFrame
* @since 3.0.0
*
* @param {(string|integer)} frame - The name or index of the frame within the Texture.
* @param {boolean} [updateSize=true] - Should this call adjust the size of the Game Object?
* @param {boolean} [updateOrigin=true] - Should this call adjust the origin of the Game Object?
*
* @return {this} This Game Object instance.
*/
setFrame: function (frame, updateSize, updateOrigin)
{
if (updateSize === undefined) { updateSize = true; }
if (updateOrigin === undefined) { updateOrigin = true; }
this.frame = this.texture.get(frame);
if (!this.frame.cutWidth || !this.frame.cutHeight)
{
this.renderFlags &= ~_FLAG;
}
else
{
this.renderFlags |= _FLAG;
}
if (this._sizeComponent && updateSize)
{
this.setSizeToFrame();
}
if (this._originComponent && updateOrigin)
{
if (this.frame.customPivot)
{
this.setOrigin(this.frame.pivotX, this.frame.pivotY);
}
else
{
this.updateDisplayOrigin();
}
}
return this;
}
};
module.exports = Texture;
/***/ }),
/* 36 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Provides methods used for getting and setting the size of a Game Object.
*
* @name Phaser.GameObjects.Components.Size
* @since 3.0.0
*/
var Size = {
/**
* A property indicating that a Game Object has this component.
*
* @name Phaser.GameObjects.Components.Size#_sizeComponent
* @type {boolean}
* @private
* @default true
* @since 3.2.0
*/
_sizeComponent: true,
/**
* The native (un-scaled) width of this Game Object.
*
* Changing this value will not change the size that the Game Object is rendered in-game.
* For that you need to either set the scale of the Game Object (`setScale`) or use
* the `displayWidth` property.
*
* @name Phaser.GameObjects.Components.Size#width
* @type {number}
* @since 3.0.0
*/
width: 0,
/**
* The native (un-scaled) height of this Game Object.
*
* Changing this value will not change the size that the Game Object is rendered in-game.
* For that you need to either set the scale of the Game Object (`setScale`) or use
* the `displayHeight` property.
*
* @name Phaser.GameObjects.Components.Size#height
* @type {number}
* @since 3.0.0
*/
height: 0,
/**
* The displayed width of this Game Object.
*
* This value takes into account the scale factor.
*
* Setting this value will adjust the Game Object's scale property.
*
* @name Phaser.GameObjects.Components.Size#displayWidth
* @type {number}
* @since 3.0.0
*/
displayWidth: {
get: function ()
{
return this.scaleX * this.frame.realWidth;
},
set: function (value)
{
this.scaleX = value / this.frame.realWidth;
}
},
/**
* The displayed height of this Game Object.
*
* This value takes into account the scale factor.
*
* Setting this value will adjust the Game Object's scale property.
*
* @name Phaser.GameObjects.Components.Size#displayHeight
* @type {number}
* @since 3.0.0
*/
displayHeight: {
get: function ()
{
return this.scaleY * this.frame.realHeight;
},
set: function (value)
{
this.scaleY = value / this.frame.realHeight;
}
},
/**
* Sets the size of this Game Object to be that of the given Frame.
*
* This will not change the size that the Game Object is rendered in-game.
* For that you need to either set the scale of the Game Object (`setScale`) or call the
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
* to do so by giving pixel values.
*
* If you have enabled this Game Object for input, changing the size will _not_ change the
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
*
* @method Phaser.GameObjects.Components.Size#setSizeToFrame
* @since 3.0.0
*
* @param {Phaser.Textures.Frame} frame - The frame to base the size of this Game Object on.
*
* @return {this} This Game Object instance.
*/
setSizeToFrame: function (frame)
{
if (frame === undefined) { frame = this.frame; }
this.width = frame.realWidth;
this.height = frame.realHeight;
return this;
},
/**
* Sets the internal size of this Game Object, as used for frame or physics body creation.
*
* This will not change the size that the Game Object is rendered in-game.
* For that you need to either set the scale of the Game Object (`setScale`) or call the
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
* to do so by giving pixel values.
*
* If you have enabled this Game Object for input, changing the size will _not_ change the
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
*
* @method Phaser.GameObjects.Components.Size#setSize
* @since 3.0.0
*
* @param {number} width - The width of this Game Object.
* @param {number} height - The height of this Game Object.
*
* @return {this} This Game Object instance.
*/
setSize: function (width, height)
{
this.width = width;
this.height = height;
return this;
},
/**
* Sets the display size of this Game Object.
*
* Calling this will adjust the scale.
*
* @method Phaser.GameObjects.Components.Size#setDisplaySize
* @since 3.0.0
*
* @param {number} width - The width of this Game Object.
* @param {number} height - The height of this Game Object.
*
* @return {this} This Game Object instance.
*/
setDisplaySize: function (width, height)
{
this.displayWidth = width;
this.displayHeight = height;
return this;
}
};
module.exports = Size;
/***/ }),
/* 37 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Provides methods used for getting and setting the Scroll Factor of a Game Object.
*
* @name Phaser.GameObjects.Components.ScrollFactor
* @since 3.0.0
*/
var ScrollFactor = {
/**
* The horizontal scroll factor of this Game Object.
*
* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
*
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
* It does not change the Game Objects actual position values.
*
* A value of 1 means it will move exactly in sync with a camera.
* A value of 0 means it will not move at all, even if the camera moves.
* Other values control the degree to which the camera movement is mapped to this Game Object.
*
* Please be aware that scroll factor values other than 1 are not taken in to consideration when
* calculating physics collisions. Bodies always collide based on their world position, but changing
* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
* them from physics bodies if not accounted for in your code.
*
* @name Phaser.GameObjects.Components.ScrollFactor#scrollFactorX
* @type {number}
* @default 1
* @since 3.0.0
*/
scrollFactorX: 1,
/**
* The vertical scroll factor of this Game Object.
*
* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
*
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
* It does not change the Game Objects actual position values.
*
* A value of 1 means it will move exactly in sync with a camera.
* A value of 0 means it will not move at all, even if the camera moves.
* Other values control the degree to which the camera movement is mapped to this Game Object.
*
* Please be aware that scroll factor values other than 1 are not taken in to consideration when
* calculating physics collisions. Bodies always collide based on their world position, but changing
* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
* them from physics bodies if not accounted for in your code.
*
* @name Phaser.GameObjects.Components.ScrollFactor#scrollFactorY
* @type {number}
* @default 1
* @since 3.0.0
*/
scrollFactorY: 1,
/**
* Sets the scroll factor of this Game Object.
*
* The scroll factor controls the influence of the movement of a Camera upon this Game Object.
*
* When a camera scrolls it will change the location at which this Game Object is rendered on-screen.
* It does not change the Game Objects actual position values.
*
* A value of 1 means it will move exactly in sync with a camera.
* A value of 0 means it will not move at all, even if the camera moves.
* Other values control the degree to which the camera movement is mapped to this Game Object.
*
* Please be aware that scroll factor values other than 1 are not taken in to consideration when
* calculating physics collisions. Bodies always collide based on their world position, but changing
* the scroll factor is a visual adjustment to where the textures are rendered, which can offset
* them from physics bodies if not accounted for in your code.
*
* @method Phaser.GameObjects.Components.ScrollFactor#setScrollFactor
* @since 3.0.0
*
* @param {number} x - The horizontal scroll factor of this Game Object.
* @param {number} [y=x] - The vertical scroll factor of this Game Object. If not set it will use the `x` value.
*
* @return {this} This Game Object instance.
*/
setScrollFactor: function (x, y)
{
if (y === undefined) { y = x; }
this.scrollFactorX = x;
this.scrollFactorY = y;
return this;
}
};
module.exports = ScrollFactor;
/***/ }),
/* 38 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var ScaleModes = __webpack_require__(16);
/**
* Provides methods used for getting and setting the scale of a Game Object.
*
* @name Phaser.GameObjects.Components.ScaleMode
* @since 3.0.0
*/
var ScaleMode = {
_scaleMode: ScaleModes.DEFAULT,
/**
* The Scale Mode being used by this Game Object.
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`.
*
* @name Phaser.GameObjects.Components.ScaleMode#scaleMode
* @type {Phaser.ScaleModes}
* @since 3.0.0
*/
scaleMode: {
get: function ()
{
return this._scaleMode;
},
set: function (value)
{
if (value === ScaleModes.LINEAR || value === ScaleModes.NEAREST)
{
this._scaleMode = value;
}
}
},
/**
* Sets the Scale Mode being used by this Game Object.
* Can be either `ScaleModes.LINEAR` or `ScaleModes.NEAREST`.
*
* @method Phaser.GameObjects.Components.ScaleMode#setScaleMode
* @since 3.0.0
*
* @param {Phaser.ScaleModes} value - The Scale Mode to be used by this Game Object.
*
* @return {this} This Game Object instance.
*/
setScaleMode: function (value)
{
this.scaleMode = value;
return this;
}
};
module.exports = ScaleMode;
/***/ }),
/* 39 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Provides methods used for setting the WebGL rendering pipeline of a Game Object.
*
* @name Phaser.GameObjects.Components.Pipeline
* @webglOnly
* @since 3.0.0
*/
var Pipeline = {
/**
* The initial WebGL pipeline of this Game Object.
*
* @name Phaser.GameObjects.Components.Pipeline#defaultPipeline
* @type {Phaser.Renderer.WebGL.WebGLPipeline}
* @default null
* @webglOnly
* @since 3.0.0
*/
defaultPipeline: null,
/**
* The current WebGL pipeline of this Game Object.
*
* @name Phaser.GameObjects.Components.Pipeline#pipeline
* @type {Phaser.Renderer.WebGL.WebGLPipeline}
* @default null
* @webglOnly
* @since 3.0.0
*/
pipeline: null,
/**
* Sets the initial WebGL Pipeline of this Game Object.
* This should only be called during the instantiation of the Game Object.
*
* @method Phaser.GameObjects.Components.Pipeline#initPipeline
* @webglOnly
* @since 3.0.0
*
* @param {string} pipelineName - The name of the pipeline to set on this Game Object.
*
* @return {boolean} `true` if the pipeline was set successfully, otherwise `false`.
*/
initPipeline: function (pipelineName)
{
var renderer = this.scene.sys.game.renderer;
if (renderer && renderer.gl && renderer.hasPipeline(pipelineName))
{
this.defaultPipeline = renderer.getPipeline(pipelineName);
this.pipeline = this.defaultPipeline;
return true;
}
return false;
},
/**
* Sets the active WebGL Pipeline of this Game Object.
*
* @method Phaser.GameObjects.Components.Pipeline#setPipeline
* @webglOnly
* @since 3.0.0
*
* @param {string} pipelineName - The name of the pipeline to set on this Game Object.
*
* @return {this} This Game Object instance.
*/
setPipeline: function (pipelineName)
{
var renderer = this.scene.sys.game.renderer;
if (renderer && renderer.gl && renderer.hasPipeline(pipelineName))
{
this.pipeline = renderer.getPipeline(pipelineName);
}
return this;
},
/**
* Resets the WebGL Pipeline of this Game Object back to the default it was created with.
*
* @method Phaser.GameObjects.Components.Pipeline#resetPipeline
* @webglOnly
* @since 3.0.0
*
* @return {boolean} `true` if the pipeline was set successfully, otherwise `false`.
*/
resetPipeline: function ()
{
this.pipeline = this.defaultPipeline;
return (this.pipeline !== null);
},
/**
* Gets the name of the WebGL Pipeline this Game Object is currently using.
*
* @method Phaser.GameObjects.Components.Pipeline#getPipelineName
* @webglOnly
* @since 3.0.0
*
* @return {string} The string-based name of the pipeline being used by this Game Object.
*/
getPipelineName: function ()
{
return this.pipeline.name;
}
};
module.exports = Pipeline;
/***/ }),
/* 40 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Provides methods used for getting and setting the origin of a Game Object.
* Values are normalized, given in the range 0 to 1.
* Display values contain the calculated pixel values.
* Should be applied as a mixin and not used directly.
*
* @name Phaser.GameObjects.Components.Origin
* @since 3.0.0
*/
var Origin = {
/**
* A property indicating that a Game Object has this component.
*
* @name Phaser.GameObjects.Components.Origin#_originComponent
* @type {boolean}
* @private
* @default true
* @since 3.2.0
*/
_originComponent: true,
/**
* The horizontal origin of this Game Object.
* The origin maps the relationship between the size and position of the Game Object.
* The default value is 0.5, meaning all Game Objects are positioned based on their center.
* Setting the value to 0 means the position now relates to the left of the Game Object.
*
* @name Phaser.GameObjects.Components.Origin#originX
* @type {number}
* @default 0.5
* @since 3.0.0
*/
originX: 0.5,
/**
* The vertical origin of this Game Object.
* The origin maps the relationship between the size and position of the Game Object.
* The default value is 0.5, meaning all Game Objects are positioned based on their center.
* Setting the value to 0 means the position now relates to the top of the Game Object.
*
* @name Phaser.GameObjects.Components.Origin#originY
* @type {number}
* @default 0.5
* @since 3.0.0
*/
originY: 0.5,
// private + read only
_displayOriginX: 0,
_displayOriginY: 0,
/**
* The horizontal display origin of this Game Object.
* The origin is a normalized value between 0 and 1.
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.
*
* @name Phaser.GameObjects.Components.Origin#displayOriginX
* @type {number}
* @since 3.0.0
*/
displayOriginX: {
get: function ()
{
return this._displayOriginX;
},
set: function (value)
{
this._displayOriginX = value;
this.originX = value / this.width;
}
},
/**
* The vertical display origin of this Game Object.
* The origin is a normalized value between 0 and 1.
* The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.
*
* @name Phaser.GameObjects.Components.Origin#displayOriginY
* @type {number}
* @since 3.0.0
*/
displayOriginY: {
get: function ()
{
return this._displayOriginY;
},
set: function (value)
{
this._displayOriginY = value;
this.originY = value / this.height;
}
},
/**
* Sets the origin of this Game Object.
*
* The values are given in the range 0 to 1.
*
* @method Phaser.GameObjects.Components.Origin#setOrigin
* @since 3.0.0
*
* @param {number} [x=0.5] - The horizontal origin value.
* @param {number} [y=x] - The vertical origin value. If not defined it will be set to the value of `x`.
*
* @return {this} This Game Object instance.
*/
setOrigin: function (x, y)
{
if (x === undefined) { x = 0.5; }
if (y === undefined) { y = x; }
this.originX = x;
this.originY = y;
return this.updateDisplayOrigin();
},
/**
* Sets the origin of this Game Object based on the Pivot values in its Frame.
*
* @method Phaser.GameObjects.Components.Origin#setOriginFromFrame
* @since 3.0.0
*
* @return {this} This Game Object instance.
*/
setOriginFromFrame: function ()
{
if (!this.frame || !this.frame.customPivot)
{
return this.setOrigin();
}
else
{
this.originX = this.frame.pivotX;
this.originY = this.frame.pivotY;
}
return this.updateDisplayOrigin();
},
/**
* Sets the display origin of this Game Object.
* The difference between this and setting the origin is that you can use pixel values for setting the display origin.
*
* @method Phaser.GameObjects.Components.Origin#setDisplayOrigin
* @since 3.0.0
*
* @param {number} [x=0] - The horizontal display origin value.
* @param {number} [y=x] - The vertical display origin value. If not defined it will be set to the value of `x`.
*
* @return {this} This Game Object instance.
*/
setDisplayOrigin: function (x, y)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = x; }
this.displayOriginX = x;
this.displayOriginY = y;
return this;
},
/**
* Updates the Display Origin cached values internally stored on this Game Object.
* You don't usually call this directly, but it is exposed for edge-cases where you may.
*
* @method Phaser.GameObjects.Components.Origin#updateDisplayOrigin
* @since 3.0.0
*
* @return {this} This Game Object instance.
*/
updateDisplayOrigin: function ()
{
this._displayOriginX = Math.round(this.originX * this.width);
this._displayOriginY = Math.round(this.originY * this.height);
return this;
}
};
module.exports = Origin;
/***/ }),
/* 41 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(0);
/**
* @classdesc
* [description]
*
* @class GeometryMask
* @memberOf Phaser.Display.Masks
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
* @param {Phaser.GameObjects.Graphics} graphicsGeometry - [description]
*/
var GeometryMask = new Class({
initialize:
function GeometryMask (scene, graphicsGeometry)
{
/**
* [description]
*
* @name Phaser.Display.Masks.GeometryMask#geometryMask
* @type {Phaser.GameObjects.Graphics}
* @since 3.0.0
*/
this.geometryMask = graphicsGeometry;
},
/**
* [description]
*
* @method Phaser.Display.Masks.GeometryMask#setShape
* @since 3.0.0
*
* @param {Phaser.GameObjects.Graphics} graphicsGeometry - [description]
*/
setShape: function (graphicsGeometry)
{
this.geometryMask = graphicsGeometry;
},
/**
* [description]
*
* @method Phaser.Display.Masks.GeometryMask#preRenderWebGL
* @since 3.0.0
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - [description]
* @param {Phaser.GameObjects.GameObject} mask - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*/
preRenderWebGL: function (renderer, mask, camera)
{
var gl = renderer.gl;
var geometryMask = this.geometryMask;
// Force flushing before drawing to stencil buffer
renderer.flush();
// Enable and setup GL state to write to stencil buffer
gl.enable(gl.STENCIL_TEST);
gl.clear(gl.STENCIL_BUFFER_BIT);
gl.colorMask(false, false, false, false);
gl.stencilFunc(gl.NOTEQUAL, 1, 1);
gl.stencilOp(gl.REPLACE, gl.REPLACE, gl.REPLACE);
// Write stencil buffer
geometryMask.renderWebGL(renderer, geometryMask, 0.0, camera);
renderer.flush();
// Use stencil buffer to affect next rendering object
gl.colorMask(true, true, true, true);
gl.stencilFunc(gl.EQUAL, 1, 1);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
},
/**
* [description]
*
* @method Phaser.Display.Masks.GeometryMask#postRenderWebGL
* @since 3.0.0
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - [description]
*/
postRenderWebGL: function (renderer)
{
var gl = renderer.gl;
// Force flush before disabling stencil test
renderer.flush();
gl.disable(gl.STENCIL_TEST);
},
/**
* [description]
*
* @method Phaser.Display.Masks.GeometryMask#preRenderCanvas
* @since 3.0.0
*
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - [description]
* @param {Phaser.GameObjects.GameObject} mask - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - [description]
*/
preRenderCanvas: function (renderer, mask, camera)
{
var geometryMask = this.geometryMask;
renderer.currentContext.save();
geometryMask.renderCanvas(renderer, geometryMask, 0, camera, null, null, true);
renderer.currentContext.clip();
},
/**
* [description]
*
* @method Phaser.Display.Masks.GeometryMask#postRenderCanvas
* @since 3.0.0
*
* @param {Phaser.Renderer.Canvas.CanvasRenderer} renderer - [description]
*/
postRenderCanvas: function (renderer)
{
renderer.currentContext.restore();
},
/**
* Destroys this GeometryMask and nulls any references it holds.
*
* Note that if a Game Object is currently using this mask it will _not_ automatically detect you have destroyed it,
* so be sure to call `clearMask` on any Game Object using it, before destroying it.
*
* @method Phaser.Display.Masks.GeometryMask#destroy
* @since 3.7.0
*/
destroy: function ()
{
this.geometryMask = null;
}
});
module.exports = GeometryMask;
/***/ }),
/* 42 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(0);
/**
* @classdesc
* [description]
*
* @class BitmapMask
* @memberOf Phaser.Display.Masks
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
* @param {Phaser.GameObjects.GameObject} renderable - A renderable Game Object that uses a texture, such as a Sprite.
*/
var BitmapMask = new Class({
initialize:
function BitmapMask (scene, renderable)
{
var renderer = scene.sys.game.renderer;
/**
* A reference to either the Canvas or WebGL Renderer that this Mask is using.
*
* @name Phaser.Display.Masks.BitmapMask#renderer
* @type {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)}
* @since 3.11.0
*/
this.renderer = renderer;
/**
* A renderable Game Object that uses a texture, such as a Sprite.
*
* @name Phaser.Display.Masks.BitmapMask#bitmapMask
* @type {Phaser.GameObjects.GameObject}
* @since 3.0.0
*/
this.bitmapMask = renderable;
/**
* [description]
*
* @name Phaser.Display.Masks.BitmapMask#maskTexture
* @type {WebGLTexture}
* @default null
* @since 3.0.0
*/
this.maskTexture = null;
/**
* [description]
*
* @name Phaser.Display.Masks.BitmapMask#mainTexture
* @type {WebGLTexture}
* @default null
* @since 3.0.0
*/
this.mainTexture = null;
/**
* [description]
*
* @name Phaser.Display.Masks.BitmapMask#dirty
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.dirty = true;
/**
* [description]
*
* @name Phaser.Display.Masks.BitmapMask#mainFramebuffer
* @type {WebGLFramebuffer}
* @since 3.0.0
*/
this.mainFramebuffer = null;
/**
* [description]
*
* @name Phaser.Display.Masks.BitmapMask#maskFramebuffer
* @type {WebGLFramebuffer}
* @since 3.0.0
*/
this.maskFramebuffer = null;
/**
* [description]
*
* @name Phaser.Display.Masks.BitmapMask#invertAlpha
* @type {boolean}
* @since 3.1.2
*/
this.invertAlpha = false;
if (renderer && renderer.gl)
{
var width = renderer.width;
var height = renderer.height;
var pot = ((width & (width - 1)) === 0 && (height & (height - 1)) === 0);
var gl = renderer.gl;
var wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE;
var filter = gl.LINEAR;
this.mainTexture = renderer.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, null, width, height);
this.maskTexture = renderer.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, null, width, height);
this.mainFramebuffer = renderer.createFramebuffer(width, height, this.mainTexture, false);
this.maskFramebuffer = renderer.createFramebuffer(width, height, this.maskTexture, false);
renderer.onContextRestored(function (renderer)
{
var width = renderer.width;
var height = renderer.height;
var pot = ((width & (width - 1)) === 0 && (height & (height - 1)) === 0);
var gl = renderer.gl;
var wrap = pot ? gl.REPEAT : gl.CLAMP_TO_EDGE;
var filter = gl.LINEAR;
this.mainTexture = renderer.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, null, width, height);
this.maskTexture = renderer.createTexture2D(0, filter, filter, wrap, wrap, gl.RGBA, null, width, height);
this.mainFramebuffer = renderer.createFramebuffer(width, height, this.mainTexture, false);
this.maskFramebuffer = renderer.createFramebuffer(width, height, this.maskTexture, false);
}, this);
}
},
/**
* [description]
*
* @method Phaser.Display.Masks.BitmapMask#setBitmap
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} renderable - A renderable Game Object that uses a texture, such as a Sprite.
*/
setBitmap: function (renderable)
{
this.bitmapMask = renderable;
},
/**
* [description]
*
* @method Phaser.Display.Masks.BitmapMask#preRenderWebGL
* @since 3.0.0
*
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - [description]
* @param {Phaser.GameObjects.GameObject} maskedObject - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to render to.
*/
preRenderWebGL: function (renderer, maskedObject, camera)
{
renderer.pipelines.BitmapMaskPipeline.beginMask(this, maskedObject, camera);
},
/**
* [description]
*
* @method Phaser.Display.Masks.BitmapMask#postRenderWebGL
* @since 3.0.0
*
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - [description]
*/
postRenderWebGL: function (renderer)
{
renderer.pipelines.BitmapMaskPipeline.endMask(this);
},
/**
* [description]
*
* @method Phaser.Display.Masks.BitmapMask#preRenderCanvas
* @since 3.0.0
*
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - [description]
* @param {Phaser.GameObjects.GameObject} mask - [description]
* @param {Phaser.Cameras.Scene2D.Camera} camera - The Camera to render to.
*/
preRenderCanvas: function ()
{
// NOOP
},
/**
* [description]
*
* @method Phaser.Display.Masks.BitmapMask#postRenderCanvas
* @since 3.0.0
*
* @param {(Phaser.Renderer.Canvas.CanvasRenderer|Phaser.Renderer.WebGL.WebGLRenderer)} renderer - [description]
*/
postRenderCanvas: function ()
{
// NOOP
},
/**
* Destroys this BitmapMask and nulls any references it holds.
*
* Note that if a Game Object is currently using this mask it will _not_ automatically detect you have destroyed it,
* so be sure to call `clearMask` on any Game Object using it, before destroying it.
*
* @method Phaser.Display.Masks.BitmapMask#destroy
* @since 3.7.0
*/
destroy: function ()
{
this.bitmapMask = null;
var renderer = this.renderer;
if (renderer && renderer.gl)
{
renderer.deleteTexture(this.mainTexture);
renderer.deleteTexture(this.maskTexture);
renderer.deleteFramebuffer(this.mainFramebuffer);
renderer.deleteFramebuffer(this.maskFramebuffer);
}
this.mainTexture = null;
this.maskTexture = null;
this.mainFramebuffer = null;
this.maskFramebuffer = null;
this.renderer = null;
}
});
module.exports = BitmapMask;
/***/ }),
/* 43 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var BitmapMask = __webpack_require__(42);
var GeometryMask = __webpack_require__(41);
/**
* Provides methods used for getting and setting the mask of a Game Object.
*
* @name Phaser.GameObjects.Components.Mask
* @since 3.0.0
*/
var Mask = {
/**
* The Mask this Game Object is using during render.
*
* @name Phaser.GameObjects.Components.Mask#mask
* @type {Phaser.Display.Masks.BitmapMask|Phaser.Display.Masks.GeometryMask}
* @since 3.0.0
*/
mask: null,
/**
* Sets the mask that this Game Object will use to render with.
*
* The mask must have been previously created and can be either a GeometryMask or a BitmapMask.
* Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.
*
* If a mask is already set on this Game Object it will be immediately replaced.
*
* Masks are positioned in global space and are not relative to the Game Object to which they
* are applied. The reason for this is that multiple Game Objects can all share the same mask.
*
* Masks have no impact on physics or input detection. They are purely a rendering component
* that allows you to limit what is visible during the render pass.
*
* @method Phaser.GameObjects.Components.Mask#setMask
* @since 3.6.2
*
* @param {Phaser.Display.Masks.BitmapMask|Phaser.Display.Masks.GeometryMask} mask - The mask this Game Object will use when rendering.
*
* @return {this} This Game Object instance.
*/
setMask: function (mask)
{
this.mask = mask;
return this;
},
/**
* Clears the mask that this Game Object was using.
*
* @method Phaser.GameObjects.Components.Mask#clearMask
* @since 3.6.2
*
* @param {boolean} [destroyMask=false] - Destroy the mask before clearing it?
*
* @return {this} This Game Object instance.
*/
clearMask: function (destroyMask)
{
if (destroyMask === undefined) { destroyMask = false; }
if (destroyMask && this.mask)
{
this.mask.destroy();
}
this.mask = null;
return this;
},
/**
* Creates and returns a Bitmap Mask. This mask can be used by any Game Object,
* including this one.
*
* To create the mask you need to pass in a reference to a renderable Game Object.
* A renderable Game Object is one that uses a texture to render with, such as an
* Image, Sprite, Render Texture or BitmapText.
*
* If you do not provide a renderable object, and this Game Object has a texture,
* it will use itself as the object. This means you can call this method to create
* a Bitmap Mask from any renderable Game Object.
*
* @method Phaser.GameObjects.Components.Mask#createBitmapMask
* @since 3.6.2
*
* @param {Phaser.GameObjects.GameObject} [renderable] - A renderable Game Object that uses a texture, such as a Sprite.
*
* @return {Phaser.Display.Masks.BitmapMask} This Bitmap Mask that was created.
*/
createBitmapMask: function (renderable)
{
if (renderable === undefined && this.texture)
{
// eslint-disable-next-line consistent-this
renderable = this;
}
return new BitmapMask(this.scene, renderable);
},
/**
* Creates and returns a Geometry Mask. This mask can be used by any Game Object,
* including this one.
*
* To create the mask you need to pass in a reference to a Graphics Game Object.
*
* If you do not provide a graphics object, and this Game Object is an instance
* of a Graphics object, then it will use itself to create the mask.
*
* This means you can call this method to create a Geometry Mask from any Graphics Game Object.
*
* @method Phaser.GameObjects.Components.Mask#createGeometryMask
* @since 3.6.2
*
* @param {Phaser.GameObjects.Graphics} [graphics] - A Graphics Game Object. The geometry within it will be used as the mask.
*
* @return {Phaser.Display.Masks.GeometryMask} This Geometry Mask that was created.
*/
createGeometryMask: function (graphics)
{
if (graphics === undefined && this.type === 'Graphics')
{
// eslint-disable-next-line consistent-this
graphics = this;
}
return new GeometryMask(this.scene, graphics);
}
};
module.exports = Mask;
/***/ }),
/* 44 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Rotate a `point` around `x` and `y` by the given `angle`.
*
* @function Phaser.Math.RotateAround
* @since 3.0.0
*
* @param {(Phaser.Geom.Point|object)} point - The point to be rotated.
* @param {number} x - The horizontal coordinate to rotate around.
* @param {number} y - The vertical coordinate to rotate around.
* @param {number} angle - The angle of rotation in radians.
*
* @return {Phaser.Geom.Point} The given point, rotated by the given angle around the given coordinates.
*/
var RotateAround = function (point, x, y, angle)
{
var c = Math.cos(angle);
var s = Math.sin(angle);
var tx = point.x - x;
var ty = point.y - y;
point.x = tx * c - ty * s + x;
point.y = tx * s + ty * c + y;
return point;
};
module.exports = RotateAround;
/***/ }),
/* 45 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Point = __webpack_require__(1);
/**
* [description]
*
* @function Phaser.Geom.Rectangle.Random
* @since 3.0.0
*
* @generic {Phaser.Geom.Point} O - [out,$return]
*
* @param {Phaser.Geom.Rectangle} rect - [description]
* @param {Phaser.Geom.Point} out - [description]
*
* @return {Phaser.Geom.Point} [description]
*/
var Random = function (rect, out)
{
if (out === undefined) { out = new Point(); }
out.x = rect.x + (Math.random() * rect.width);
out.y = rect.y + (Math.random() * rect.height);
return out;
};
module.exports = Random;
/***/ }),
/* 46 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Point = __webpack_require__(1);
/**
* Returns a random point on a given Line.
*
* @function Phaser.Geom.Line.Random
* @since 3.0.0
*
* @generic {Phaser.Geom.Point} O - [out,$return]
*
* @param {Phaser.Geom.Line} line - The Line to calculate the random Point on.
* @param {(Phaser.Geom.Point|object)} [out] - An instance of a Point to be modified.
*
* @return {(Phaser.Geom.Point|object)} A random Point on the Line.
*/
var Random = function (line, out)
{
if (out === undefined) { out = new Point(); }
var t = Math.random();
out.x = line.x1 + t * (line.x2 - line.x1);
out.y = line.y1 + t * (line.y2 - line.y1);
return out;
};
module.exports = Random;
/***/ }),
/* 47 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Calculate the length of the given line.
*
* @function Phaser.Geom.Line.Length
* @since 3.0.0
*
* @param {Phaser.Geom.Line} line - The line to calculate the length of.
*
* @return {number} The length of the line.
*/
var Length = function (line)
{
return Math.sqrt((line.x2 - line.x1) * (line.x2 - line.x1) + (line.y2 - line.y1) * (line.y2 - line.y1));
};
module.exports = Length;
/***/ }),
/* 48 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Length = __webpack_require__(47);
var Point = __webpack_require__(1);
/**
* Get a number of points along a line's length.
*
* Provide a `quantity` to get an exact number of points along the line.
*
* Provide a `stepRate` to ensure a specific distance between each point on the line. Set `quantity` to `0` when
* providing a `stepRate`.
*
* @function Phaser.Geom.Line.GetPoints
* @since 3.0.0
*
* @generic {Phaser.Geom.Point[]} O - [out,$return]
*
* @param {Phaser.Geom.Line} line - The line.
* @param {integer} quantity - The number of points to place on the line. Set to `0` to use `stepRate` instead.
* @param {number} [stepRate] - The distance between each point on the line. When set, `quantity` is implied and should be set to `0`.
* @param {(array|Phaser.Geom.Point[])} [out] - An optional array of Points, or point-like objects, to store the coordinates of the points on the line.
*
* @return {(array|Phaser.Geom.Point[])} An array of Points, or point-like objects, containing the coordinates of the points on the line.
*/
var GetPoints = function (line, quantity, stepRate, out)
{
if (out === undefined) { out = []; }
// If quantity is a falsey value (false, null, 0, undefined, etc) then we calculate it based on the stepRate instead.
if (!quantity)
{
quantity = Length(line) / stepRate;
}
var x1 = line.x1;
var y1 = line.y1;
var x2 = line.x2;
var y2 = line.y2;
for (var i = 0; i < quantity; i++)
{
var position = i / quantity;
var x = x1 + (x2 - x1) * position;
var y = y1 + (y2 - y1) * position;
out.push(new Point(x, y));
}
return out;
};
module.exports = GetPoints;
/***/ }),
/* 49 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Point = __webpack_require__(1);
/**
* Get a point on a line that's a given percentage along its length.
*
* @function Phaser.Geom.Line.GetPoint
* @since 3.0.0
*
* @generic {Phaser.Geom.Point} O - [out,$return]
*
* @param {Phaser.Geom.Line} line - The line.
* @param {number} position - A value between 0 and 1, where 0 is the start, 0.5 is the middle and 1 is the end of the line.
* @param {(Phaser.Geom.Point|object)} [out] - An optional point, or point-like object, to store the coordinates of the point on the line.
*
* @return {(Phaser.Geom.Point|object)} The point on the line.
*/
var GetPoint = function (line, position, out)
{
if (out === undefined) { out = new Point(); }
out.x = line.x1 + (line.x2 - line.x1) * position;
out.y = line.y1 + (line.y2 - line.y1) * position;
return out;
};
module.exports = GetPoint;
/***/ }),
/* 50 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(0);
var GetPoint = __webpack_require__(49);
var GetPoints = __webpack_require__(48);
var Random = __webpack_require__(46);
var Vector2 = __webpack_require__(3);
/**
* @classdesc
* Defines a Line segment, a part of a line between two endpoints.
*
* @class Line
* @memberOf Phaser.Geom
* @constructor
* @since 3.0.0
*
* @param {number} [x1=0] - The x coordinate of the lines starting point.
* @param {number} [y1=0] - The y coordinate of the lines starting point.
* @param {number} [x2=0] - The x coordinate of the lines ending point.
* @param {number} [y2=0] - The y coordinate of the lines ending point.
*/
var Line = new Class({
initialize:
function Line (x1, y1, x2, y2)
{
if (x1 === undefined) { x1 = 0; }
if (y1 === undefined) { y1 = 0; }
if (x2 === undefined) { x2 = 0; }
if (y2 === undefined) { y2 = 0; }
/**
* The x coordinate of the lines starting point.
*
* @name Phaser.Geom.Line#x1
* @type {number}
* @since 3.0.0
*/
this.x1 = x1;
/**
* The y coordinate of the lines starting point.
*
* @name Phaser.Geom.Line#y1
* @type {number}
* @since 3.0.0
*/
this.y1 = y1;
/**
* The x coordinate of the lines ending point.
*
* @name Phaser.Geom.Line#x2
* @type {number}
* @since 3.0.0
*/
this.x2 = x2;
/**
* The y coordinate of the lines ending point.
*
* @name Phaser.Geom.Line#y2
* @type {number}
* @since 3.0.0
*/
this.y2 = y2;
},
/**
* Get a point on a line that's a given percentage along its length.
*
* @method Phaser.Geom.Line#getPoint
* @since 3.0.0
*
* @generic {Phaser.Geom.Point} O - [output,$return]
*
* @param {number} position - A value between 0 and 1, where 0 is the start, 0.5 is the middle and 1 is the end of the line.
* @param {(Phaser.Geom.Point|object)} [output] - An optional point, or point-like object, to store the coordinates of the point on the line.
*
* @return {(Phaser.Geom.Point|object)} A Point, or point-like object, containing the coordinates of the point on the line.
*/
getPoint: function (position, output)
{
return GetPoint(this, position, output);
},
/**
* Get a number of points along a line's length.
*
* Provide a `quantity` to get an exact number of points along the line.
*
* Provide a `stepRate` to ensure a specific distance between each point on the line. Set `quantity` to `0` when
* providing a `stepRate`.
*
* @method Phaser.Geom.Line#getPoints
* @since 3.0.0
*
* @generic {Phaser.Geom.Point} O - [output,$return]
*
* @param {integer} quantity - The number of points to place on the line. Set to `0` to use `stepRate` instead.
* @param {integer} [stepRate] - The distance between each point on the line. When set, `quantity` is implied and should be set to `0`.
* @param {(array|Phaser.Geom.Point[])} [output] - An optional array of Points, or point-like objects, to store the coordinates of the points on the line.
*
* @return {(array|Phaser.Geom.Point[])} An array of Points, or point-like objects, containing the coordinates of the points on the line.
*/
getPoints: function (quantity, stepRate, output)
{
return GetPoints(this, quantity, stepRate, output);
},
/**
* Get a random Point on the Line.
*
* @method Phaser.Geom.Line#getRandomPoint
* @since 3.0.0
*
* @generic {Phaser.Geom.Point} O - [point,$return]
*
* @param {(Phaser.Geom.Point|object)} [point] - An instance of a Point to be modified.
*
* @return {Phaser.Geom.Point} A random Point on the Line.
*/
getRandomPoint: function (point)
{
return Random(this, point);
},
/**
* Set new coordinates for the line endpoints.
*
* @method Phaser.Geom.Line#setTo
* @since 3.0.0
*
* @param {number} [x1=0] - The x coordinate of the lines starting point.
* @param {number} [y1=0] - The y coordinate of the lines starting point.
* @param {number} [x2=0] - The x coordinate of the lines ending point.
* @param {number} [y2=0] - The y coordinate of the lines ending point.
*
* @return {Phaser.Geom.Line} This Line object.
*/
setTo: function (x1, y1, x2, y2)
{
if (x1 === undefined) { x1 = 0; }
if (y1 === undefined) { y1 = 0; }
if (x2 === undefined) { x2 = 0; }
if (y2 === undefined) { y2 = 0; }
this.x1 = x1;
this.y1 = y1;
this.x2 = x2;
this.y2 = y2;
return this;
},
/**
* Returns a Vector2 object that corresponds to the start of this Line.
*
* @method Phaser.Geom.Line#getPointA
* @since 3.0.0
*
* @generic {Phaser.Math.Vector2} O - [vec2,$return]
*
* @param {Phaser.Math.Vector2} [vec2] - A Vector2 object to set the results in. If `undefined` a new Vector2 will be created.
*
* @return {Phaser.Math.Vector2} A Vector2 object that corresponds to the start of this Line.
*/
getPointA: function (vec2)
{
if (vec2 === undefined) { vec2 = new Vector2(); }
vec2.set(this.x1, this.y1);
return vec2;
},
/**
* Returns a Vector2 object that corresponds to the end of this Line.
*
* @method Phaser.Geom.Line#getPointB
* @since 3.0.0
*
* @generic {Phaser.Math.Vector2} O - [vec2,$return]
*
* @param {Phaser.Math.Vector2} [vec2] - A Vector2 object to set the results in. If `undefined` a new Vector2 will be created.
*
* @return {Phaser.Math.Vector2} A Vector2 object that corresponds to the end of this Line.
*/
getPointB: function (vec2)
{
if (vec2 === undefined) { vec2 = new Vector2(); }
vec2.set(this.x2, this.y2);
return vec2;
},
/**
* The left position of the Line.
*
* @name Phaser.Geom.Line#left
* @type {number}
* @since 3.0.0
*/
left: {
get: function ()
{
return Math.min(this.x1, this.x2);
},
set: function (value)
{
if (this.x1 <= this.x2)
{
this.x1 = value;
}
else
{
this.x2 = value;
}
}
},
/**
* The right position of the Line.
*
* @name Phaser.Geom.Line#right
* @type {number}
* @since 3.0.0
*/
right: {
get: function ()
{
return Math.max(this.x1, this.x2);
},
set: function (value)
{
if (this.x1 > this.x2)
{
this.x1 = value;
}
else
{
this.x2 = value;
}
}
},
/**
* The top position of the Line.
*
* @name Phaser.Geom.Line#top
* @type {number}
* @since 3.0.0
*/
top: {
get: function ()
{
return Math.min(this.y1, this.y2);
},
set: function (value)
{
if (this.y1 <= this.y2)
{
this.y1 = value;
}
else
{
this.y2 = value;
}
}
},
/**
* The bottom position of the Line.
*
* @name Phaser.Geom.Line#bottom
* @type {number}
* @since 3.0.0
*/
bottom: {
get: function ()
{
return Math.max(this.y1, this.y2);
},
set: function (value)
{
if (this.y1 > this.y2)
{
this.y1 = value;
}
else
{
this.y2 = value;
}
}
}
});
module.exports = Line;
/***/ }),
/* 51 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var GetPoint = __webpack_require__(10);
var Perimeter = __webpack_require__(9);
// Return an array of points from the perimeter of the rectangle
// each spaced out based on the quantity or step required
/**
* [description]
*
* @function Phaser.Geom.Rectangle.GetPoints
* @since 3.0.0
*
* @generic {Phaser.Geom.Point[]} O - [out,$return]
*
* @param {Phaser.Geom.Rectangle} rectangle - [description]
* @param {number} step - [description]
* @param {integer} quantity - [description]
* @param {(array|Phaser.Geom.Point[])} [out] - [description]
*
* @return {(array|Phaser.Geom.Point[])} [description]
*/
var GetPoints = function (rectangle, quantity, stepRate, out)
{
if (out === undefined) { out = []; }
// If quantity is a falsey value (false, null, 0, undefined, etc) then we calculate it based on the stepRate instead.
if (!quantity)
{
quantity = Perimeter(rectangle) / stepRate;
}
for (var i = 0; i < quantity; i++)
{
var position = i / quantity;
out.push(GetPoint(rectangle, position));
}
return out;
};
module.exports = GetPoints;
/***/ }),
/* 52 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* [description]
*
* @function Phaser.Geom.Rectangle.Contains
* @since 3.0.0
*
* @param {Phaser.Geom.Rectangle} rect - [description]
* @param {number} x - [description]
* @param {number} y - [description]
*
* @return {boolean} [description]
*/
var Contains = function (rect, x, y)
{
if (rect.width <= 0 || rect.height <= 0)
{
return false;
}
return (rect.x <= x && rect.x + rect.width >= x && rect.y <= y && rect.y + rect.height >= y);
};
module.exports = Contains;
/***/ }),
/* 53 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(0);
var Contains = __webpack_require__(52);
var GetPoint = __webpack_require__(10);
var GetPoints = __webpack_require__(51);
var Line = __webpack_require__(50);
var Random = __webpack_require__(45);
/**
* @classdesc
* Encapsulates a 2D rectangle defined by its corner point in the top-left and its extends in x (width) and y (height)
*
* @class Rectangle
* @memberOf Phaser.Geom
* @constructor
* @since 3.0.0
*
* @param {number} [x=0] - [description]
* @param {number} [y=0] - [description]
* @param {number} [width=0] - [description]
* @param {number} [height=0] - [description]
*/
var Rectangle = new Class({
initialize:
function Rectangle (x, y, width, height)
{
if (x === undefined) { x = 0; }
if (y === undefined) { y = 0; }
if (width === undefined) { width = 0; }
if (height === undefined) { height = 0; }
/**
* [description]
*
* @name Phaser.Geom.Rectangle#x
* @type {number}
* @default 0
* @since 3.0.0
*/
this.x = x;
/**
* [description]
*
* @name Phaser.Geom.Rectangle#y
* @type {number}
* @default 0
* @since 3.0.0
*/
this.y = y;
/**
* [description]
*
* @name Phaser.Geom.Rectangle#width
* @type {number}
* @default 0
* @since 3.0.0
*/
this.width = width;
/**
* [description]
*
* @name Phaser.Geom.Rectangle#height
* @type {number}
* @default 0
* @since 3.0.0
*/
this.height = height;
},
/**
* [description]
*
* @method Phaser.Geom.Rectangle#contains
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} y - [description]
*
* @return {boolean} [description]
*/
contains: function (x, y)
{
return Contains(this, x, y);
},
/**
* [description]
*
* @method Phaser.Geom.Rectangle#getPoint
* @since 3.0.0
*
* @generic {Phaser.Geom.Point} O - [output,$return]
*
* @param {number} position - [description]
* @param {(Phaser.Geom.Point|object)} [output] - [description]
*
* @return {(Phaser.Geom.Point|object)} [description]
*/
getPoint: function (position, output)
{
return GetPoint(this, position, output);
},
/**
* [description]
*
* @method Phaser.Geom.Rectangle#getPoints
* @since 3.0.0
*
* @generic {Phaser.Geom.Point[]} O - [output,$return]
*
* @param {integer} quantity - [description]
* @param {number} [stepRate] - [description]
* @param {(array|Phaser.Geom.Point[])} [output] - [description]
*
* @return {(array|Phaser.Geom.Point[])} [description]
*/
getPoints: function (quantity, stepRate, output)
{
return GetPoints(this, quantity, stepRate, output);
},
/**
* [description]
*
* @method Phaser.Geom.Rectangle#getRandomPoint
* @since 3.0.0
*
* @generic {Phaser.Geom.Point} O - [point,$return]
*
* @param {Phaser.Geom.Point} [point] - [description]
*
* @return {Phaser.Geom.Point} [description]
*/
getRandomPoint: function (point)
{
return Random(this, point);
},
/**
* [description]
*
* @method Phaser.Geom.Rectangle#setTo
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} y - [description]
* @param {number} width - [description]
* @param {number} height - [description]
*
* @return {Phaser.Geom.Rectangle} This Rectangle object.
*/
setTo: function (x, y, width, height)
{
this.x = x;
this.y = y;
this.width = width;
this.height = height;
return this;
},
/**
* [description]
*
* @method Phaser.Geom.Rectangle#setEmpty
* @since 3.0.0
*
* @return {Phaser.Geom.Rectangle} This Rectangle object.
*/
setEmpty: function ()
{
return this.setTo(0, 0, 0, 0);
},
/**
* [description]
*
* @method Phaser.Geom.Rectangle#setPosition
* @since 3.0.0
*
* @param {number} x - [description]
* @param {number} [y=x] - [description]
*
* @return {Phaser.Geom.Rectangle} This Rectangle object.
*/
setPosition: function (x, y)
{
if (y === undefined) { y = x; }
this.x = x;
this.y = y;
return this;
},
/**
* [description]
*
* @method Phaser.Geom.Rectangle#setSize
* @since 3.0.0
*
* @param {number} width - [description]
* @param {number} [height=width] - [description]
*
* @return {Phaser.Geom.Rectangle} This Rectangle object.
*/
setSize: function (width, height)
{
if (height === undefined) { height = width; }
this.width = width;
this.height = height;
return this;
},
/**
* [description]
*
* @method Phaser.Geom.Rectangle#isEmpty
* @since 3.0.0
*
* @return {boolean} [description]
*/
isEmpty: function ()
{
return (this.width <= 0 || this.height <= 0);
},
/**
* Returns a Line object that corresponds to the top of this Rectangle.
*
* @method Phaser.Geom.Rectangle#getLineA
* @since 3.0.0
*
* @generic {Phaser.Geom.Line} O - [line,$return]
*
* @param {Phaser.Geom.Line} [line] - A Line object to set the results in. If `undefined` a new Line will be created.
*
* @return {Phaser.Geom.Line} A Line object that corresponds to the top of this Rectangle.
*/
getLineA: function (line)
{
if (line === undefined) { line = new Line(); }
line.setTo(this.x, this.y, this.right, this.y);
return line;
},
/**
* Returns a Line object that corresponds to the right of this Rectangle.
*
* @method Phaser.Geom.Rectangle#getLineB
* @since 3.0.0
*
* @generic {Phaser.Geom.Line} O - [line,$return]
*
* @param {Phaser.Geom.Line} [line] - A Line object to set the results in. If `undefined` a new Line will be created.
*
* @return {Phaser.Geom.Line} A Line object that corresponds to the right of this Rectangle.
*/
getLineB: function (line)
{
if (line === undefined) { line = new Line(); }
line.setTo(this.right, this.y, this.right, this.bottom);
return line;
},
/**
* Returns a Line object that corresponds to the bottom of this Rectangle.
*
* @method Phaser.Geom.Rectangle#getLineC
* @since 3.0.0
*
* @generic {Phaser.Geom.Line} O - [line,$return]
*
* @param {Phaser.Geom.Line} [line] - A Line object to set the results in. If `undefined` a new Line will be created.
*
* @return {Phaser.Geom.Line} A Line object that corresponds to the bottom of this Rectangle.
*/
getLineC: function (line)
{
if (line === undefined) { line = new Line(); }
line.setTo(this.right, this.bottom, this.x, this.bottom);
return line;
},
/**
* Returns a Line object that corresponds to the left of this Rectangle.
*
* @method Phaser.Geom.Rectangle#getLineD
* @since 3.0.0
*
* @generic {Phaser.Geom.Line} O - [line,$return]
*
* @param {Phaser.Geom.Line} [line] - A Line object to set the results in. If `undefined` a new Line will be created.
*
* @return {Phaser.Geom.Line} A Line object that corresponds to the left of this Rectangle.
*/
getLineD: function (line)
{
if (line === undefined) { line = new Line(); }
line.setTo(this.x, this.bottom, this.x, this.y);
return line;
},
/**
* [description]
*
* @name Phaser.Geom.Rectangle#left
* @type {number}
* @since 3.0.0
*/
left: {
get: function ()
{
return this.x;
},
set: function (value)
{
if (value >= this.right)
{
this.width = 0;
}
else
{
this.width = this.right - value;
}
this.x = value;
}
},
/**
* [description]
*
* @name Phaser.Geom.Rectangle#right
* @type {number}
* @since 3.0.0
*/
right: {
get: function ()
{
return this.x + this.width;
},
set: function (value)
{
if (value <= this.x)
{
this.width = 0;
}
else
{
this.width = value - this.x;
}
}
},
/**
* [description]
*
* @name Phaser.Geom.Rectangle#top
* @type {number}
* @since 3.0.0
*/
top: {
get: function ()
{
return this.y;
},
set: function (value)
{
if (value >= this.bottom)
{
this.height = 0;
}
else
{
this.height = (this.bottom - value);
}
this.y = value;
}
},
/**
* [description]
*
* @name Phaser.Geom.Rectangle#bottom
* @type {number}
* @since 3.0.0
*/
bottom: {
get: function ()
{
return this.y + this.height;
},
set: function (value)
{
if (value <= this.y)
{
this.height = 0;
}
else
{
this.height = value - this.y;
}
}
},
/**
* [description]
*
* @name Phaser.Geom.Rectangle#centerX
* @type {number}
* @since 3.0.0
*/
centerX: {
get: function ()
{
return this.x + (this.width / 2);
},
set: function (value)
{
this.x = value - (this.width / 2);
}
},
/**
* [description]
*
* @name Phaser.Geom.Rectangle#centerY
* @type {number}
* @since 3.0.0
*/
centerY: {
get: function ()
{
return this.y + (this.height / 2);
},
set: function (value)
{
this.y = value - (this.height / 2);
}
}
});
module.exports = Rectangle;
/***/ }),
/* 54 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Rectangle = __webpack_require__(53);
var RotateAround = __webpack_require__(44);
var Vector2 = __webpack_require__(3);
/**
* Provides methods used for obtaining the bounds of a Game Object.
* Should be applied as a mixin and not used directly.
*
* @name Phaser.GameObjects.Components.GetBounds
* @since 3.0.0
*/
var GetBounds = {
/**
* Gets the center coordinate of this Game Object, regardless of origin.
* The returned point is calculated in local space and does not factor in any parent containers
*
* @method Phaser.GameObjects.Components.GetBounds#getCenter
* @since 3.0.0
*
* @generic {Phaser.Math.Vector2} O - [output,$return]
*
* @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created.
*
* @return {(Phaser.Math.Vector2|object)} The values stored in the output object.
*/
getCenter: function (output)
{
if (output === undefined) { output = new Vector2(); }
output.x = this.x - (this.displayWidth * this.originX) + (this.displayWidth / 2);
output.y = this.y - (this.displayHeight * this.originY) + (this.displayHeight / 2);
return output;
},
/**
* Gets the top-left corner coordinate of this Game Object, regardless of origin.
* The returned point is calculated in local space and does not factor in any parent containers
*
* @method Phaser.GameObjects.Components.GetBounds#getTopLeft
* @since 3.0.0
*
* @generic {Phaser.Math.Vector2} O - [output,$return]
*
* @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created.
* @param {boolean} [includeParent=false] - If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?
*
* @return {(Phaser.Math.Vector2|object)} The values stored in the output object.
*/
getTopLeft: function (output, includeParent)
{
if (!output) { output = new Vector2(); }
if (includeParent === undefined) { includeParent = false; }
output.x = this.x - (this.displayWidth * this.originX);
output.y = this.y - (this.displayHeight * this.originY);
if (this.rotation !== 0)
{
RotateAround(output, this.x, this.y, this.rotation);
}
if (includeParent && this.parentContainer)
{
var parentMatrix = this.parentContainer.getBoundsTransformMatrix();
parentMatrix.transformPoint(output.x, output.y, output);
}
return output;
},
/**
* Gets the top-right corner coordinate of this Game Object, regardless of origin.
* The returned point is calculated in local space and does not factor in any parent containers
*
* @method Phaser.GameObjects.Components.GetBounds#getTopRight
* @since 3.0.0
*
* @generic {Phaser.Math.Vector2} O - [output,$return]
*
* @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created.
* @param {boolean} [includeParent=false] - If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?
*
* @return {(Phaser.Math.Vector2|object)} The values stored in the output object.
*/
getTopRight: function (output, includeParent)
{
if (!output) { output = new Vector2(); }
if (includeParent === undefined) { includeParent = false; }
output.x = (this.x - (this.displayWidth * this.originX)) + this.displayWidth;
output.y = this.y - (this.displayHeight * this.originY);
if (this.rotation !== 0)
{
RotateAround(output, this.x, this.y, this.rotation);
}
if (includeParent && this.parentContainer)
{
var parentMatrix = this.parentContainer.getBoundsTransformMatrix();
parentMatrix.transformPoint(output.x, output.y, output);
}
return output;
},
/**
* Gets the bottom-left corner coordinate of this Game Object, regardless of origin.
* The returned point is calculated in local space and does not factor in any parent containers
*
* @method Phaser.GameObjects.Components.GetBounds#getBottomLeft
* @since 3.0.0
*
* @generic {Phaser.Math.Vector2} O - [output,$return]
*
* @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created.
* @param {boolean} [includeParent=false] - If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?
*
* @return {(Phaser.Math.Vector2|object)} The values stored in the output object.
*/
getBottomLeft: function (output, includeParent)
{
if (!output) { output = new Vector2(); }
if (includeParent === undefined) { includeParent = false; }
output.x = this.x - (this.displayWidth * this.originX);
output.y = (this.y - (this.displayHeight * this.originY)) + this.displayHeight;
if (this.rotation !== 0)
{
RotateAround(output, this.x, this.y, this.rotation);
}
if (includeParent && this.parentContainer)
{
var parentMatrix = this.parentContainer.getBoundsTransformMatrix();
parentMatrix.transformPoint(output.x, output.y, output);
}
return output;
},
/**
* Gets the bottom-right corner coordinate of this Game Object, regardless of origin.
* The returned point is calculated in local space and does not factor in any parent containers
*
* @method Phaser.GameObjects.Components.GetBounds#getBottomRight
* @since 3.0.0
*
* @generic {Phaser.Math.Vector2} O - [output,$return]
*
* @param {(Phaser.Math.Vector2|object)} [output] - An object to store the values in. If not provided a new Vector2 will be created.
* @param {boolean} [includeParent=false] - If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?
*
* @return {(Phaser.Math.Vector2|object)} The values stored in the output object.
*/
getBottomRight: function (output, includeParent)
{
if (!output) { output = new Vector2(); }
if (includeParent === undefined) { includeParent = false; }
output.x = (this.x - (this.displayWidth * this.originX)) + this.displayWidth;
output.y = (this.y - (this.displayHeight * this.originY)) + this.displayHeight;
if (this.rotation !== 0)
{
RotateAround(output, this.x, this.y, this.rotation);
}
if (includeParent && this.parentContainer)
{
var parentMatrix = this.parentContainer.getBoundsTransformMatrix();
parentMatrix.transformPoint(output.x, output.y, output);
}
return output;
},
/**
* Gets the bounds of this Game Object, regardless of origin.
* The values are stored and returned in a Rectangle, or Rectangle-like, object.
*
* @method Phaser.GameObjects.Components.GetBounds#getBounds
* @since 3.0.0
*
* @generic {Phaser.Geom.Rectangle} O - [output,$return]
*
* @param {(Phaser.Geom.Rectangle|object)} [output] - An object to store the values in. If not provided a new Rectangle will be created.
*
* @return {(Phaser.Geom.Rectangle|object)} The values stored in the output object.
*/
getBounds: function (output)
{
if (output === undefined) { output = new Rectangle(); }
// We can use the output object to temporarily store the x/y coords in:
var TLx, TLy, TRx, TRy, BLx, BLy, BRx, BRy;
// Instead of doing a check if parent container is
// defined per corner we only do it once.
if (this.parentContainer)
{
var parentMatrix = this.parentContainer.getBoundsTransformMatrix();
this.getTopLeft(output);
parentMatrix.transformPoint(output.x, output.y, output);
TLx = output.x;
TLy = output.y;
this.getTopRight(output);
parentMatrix.transformPoint(output.x, output.y, output);
TRx = output.x;
TRy = output.y;
this.getBottomLeft(output);
parentMatrix.transformPoint(output.x, output.y, output);
BLx = output.x;
BLy = output.y;
this.getBottomRight(output);
parentMatrix.transformPoint(output.x, output.y, output);
BRx = output.x;
BRy = output.y;
}
else
{
this.getTopLeft(output);
TLx = output.x;
TLy = output.y;
this.getTopRight(output);
TRx = output.x;
TRy = output.y;
this.getBottomLeft(output);
BLx = output.x;
BLy = output.y;
this.getBottomRight(output);
BRx = output.x;
BRy = output.y;
}
output.x = Math.min(TLx, TRx, BLx, BRx);
output.y = Math.min(TLy, TRy, BLy, BRy);
output.width = Math.max(TLx, TRx, BLx, BRx) - output.x;
output.height = Math.max(TLy, TRy, BLy, BRy) - output.y;
return output;
}
};
module.exports = GetBounds;
/***/ }),
/* 55 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Provides methods used for visually flipping a Game Object.
* Should be applied as a mixin and not used directly.
*
* @name Phaser.GameObjects.Components.Flip
* @since 3.0.0
*/
var Flip = {
/**
* The horizontally flipped state of the Game Object.
* A Game Object that is flipped horizontally will render inversed on the horizontal axis.
* Flipping always takes place from the middle of the texture and does not impact the scale value.
*
* @name Phaser.GameObjects.Components.Flip#flipX
* @type {boolean}
* @default false
* @since 3.0.0
*/
flipX: false,
/**
* The vertically flipped state of the Game Object.
* A Game Object that is flipped vertically will render inversed on the vertical axis (i.e. upside down)
* Flipping always takes place from the middle of the texture and does not impact the scale value.
*
* @name Phaser.GameObjects.Components.Flip#flipY
* @type {boolean}
* @default false
* @since 3.0.0
*/
flipY: false,
/**
* Toggles the horizontal flipped state of this Game Object.
*
* @method Phaser.GameObjects.Components.Flip#toggleFlipX
* @since 3.0.0
*
* @return {this} This Game Object instance.
*/
toggleFlipX: function ()
{
this.flipX = !this.flipX;
return this;
},
/**
* Toggles the vertical flipped state of this Game Object.
*
* @method Phaser.GameObjects.Components.Flip#toggleFlipY
* @since 3.0.0
*
* @return {this} This Game Object instance.
*/
toggleFlipY: function ()
{
this.flipY = !this.flipY;
return this;
},
/**
* Sets the horizontal flipped state of this Game Object.
*
* @method Phaser.GameObjects.Components.Flip#setFlipX
* @since 3.0.0
*
* @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
*
* @return {this} This Game Object instance.
*/
setFlipX: function (value)
{
this.flipX = value;
return this;
},
/**
* Sets the vertical flipped state of this Game Object.
*
* @method Phaser.GameObjects.Components.Flip#setFlipY
* @since 3.0.0
*
* @param {boolean} value - The flipped state. `false` for no flip, or `true` to be flipped.
*
* @return {this} This Game Object instance.
*/
setFlipY: function (value)
{
this.flipY = value;
return this;
},
/**
* Sets the horizontal and vertical flipped state of this Game Object.
*
* @method Phaser.GameObjects.Components.Flip#setFlip
* @since 3.0.0
*
* @param {boolean} x - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
* @param {boolean} y - The horizontal flipped state. `false` for no flip, or `true` to be flipped.
*
* @return {this} This Game Object instance.
*/
setFlip: function (x, y)
{
this.flipX = x;
this.flipY = y;
return this;
},
/**
* Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.
*
* @method Phaser.GameObjects.Components.Flip#resetFlip
* @since 3.0.0
*
* @return {this} This Game Object instance.
*/
resetFlip: function ()
{
this.flipX = false;
this.flipY = false;
return this;
}
};
module.exports = Flip;
/***/ }),
/* 56 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Provides methods used for setting the depth of a Game Object.
* Should be applied as a mixin and not used directly.
*
* @name Phaser.GameObjects.Components.Depth
* @since 3.0.0
*/
var Depth = {
/**
* Private internal value. Holds the depth of the Game Object.
*
* @name Phaser.GameObjects.Components.Depth#_depth
* @type {integer}
* @private
* @default 0
* @since 3.0.0
*/
_depth: 0,
/**
* The depth of this Game Object within the Scene.
*
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order
* of Game Objects, without actually moving their position in the display list.
*
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth
* value will always render in front of one with a lower value.
*
* Setting the depth will queue a depth sort event within the Scene.
*
* @name Phaser.GameObjects.Components.Depth#depth
* @type {number}
* @since 3.0.0
*/
depth: {
get: function ()
{
return this._depth;
},
set: function (value)
{
this.scene.sys.queueDepthSort();
this._depth = value;
}
},
/**
* The depth of this Game Object within the Scene.
*
* The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order
* of Game Objects, without actually moving their position in the display list.
*
* The depth starts from zero (the default value) and increases from that point. A Game Object with a higher depth
* value will always render in front of one with a lower value.
*
* Setting the depth will queue a depth sort event within the Scene.
*
* @method Phaser.GameObjects.Components.Depth#setDepth
* @since 3.0.0
*
* @param {integer} value - The depth of this Game Object.
*
* @return {this} This Game Object instance.
*/
setDepth: function (value)
{
if (value === undefined) { value = 0; }
this.depth = value;
return this;
}
};
module.exports = Depth;
/***/ }),
/* 57 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Provides methods used for getting and setting the texture of a Game Object.
*
* @name Phaser.GameObjects.Components.Crop
* @since 3.12.0
*/
var Crop = {
/**
* The Texture this Game Object is using to render with.
*
* @name Phaser.GameObjects.Components.Crop#texture
* @type {Phaser.Textures.Texture|Phaser.Textures.CanvasTexture}
* @since 3.0.0
*/
texture: null,
/**
* The Texture Frame this Game Object is using to render with.
*
* @name Phaser.GameObjects.Components.Crop#frame
* @type {Phaser.Textures.Frame}
* @since 3.0.0
*/
frame: null,
/**
* A boolean flag indicating if this Game Object is being cropped or not.
* You can toggle this at any time after `setCrop` has been called, to turn cropping on or off.
* Equally, calling `setCrop` with no arguments will reset the crop and disable it.
*
* @name Phaser.GameObjects.Components.Crop#isCropped
* @type {boolean}
* @since 3.11.0
*/
isCropped: false,
/**
* Applies a crop to a texture based Game Object, such as a Sprite or Image.
*
* The crop is a rectangle that limits the area of the texture frame that is visible during rendering.
*
* Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just
* changes what is shown when rendered.
*
* The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left.
*
* Therefore, if you had a Game Object that had an 800x600 sized texture, and you wanted to show only the left
* half of it, you could call `setCrop(0, 0, 400, 600)`.
*
* It is also scaled to match the Game Object scale automatically. Therefore a crop rect of 100x50 would crop
* an area of 200x100 when applied to a Game Object that had a scale factor of 2.
*
* You can either pass in numeric values directly, or you can provide a single Rectangle object as the first argument.
*
* Call this method with no arguments at all to reset the crop, or toggle the property `isCropped` to `false`.
*
* You should do this if the crop rectangle becomes the same size as the frame itself, as it will allow
* the renderer to skip several internal calculations.
*
* @method Phaser.GameObjects.Components.Crop#setCrop
* @since 3.11.0
*
* @param {(number|Phaser.Geom.Rectangle)} [x] - The x coordinate to start the crop from. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored.
* @param {number} [y] - The y coordinate to start the crop from.
* @param {number} [width] - The width of the crop rectangle in pixels.
* @param {number} [height] - The height of the crop rectangle in pixels.
*
* @return {this} This Game Object instance.
*/
setCrop: function (x, y, width, height)
{
if (x === undefined)
{
this.isCropped = false;
}
else if (this.frame)
{
if (typeof x === 'number')
{
this.frame.setCropUVs(this._crop, x, y, width, height, this.flipX, this.flipY);
}
else
{
var rect = x;
this.frame.setCropUVs(this._crop, rect.x, rect.y, rect.width, rect.height, this.flipX, this.flipY);
}
this.isCropped = true;
}
return this;
},
/**
* Internal method that returns a blank, well-formed crop object for use by a Game Object.
*
* @method Phaser.GameObjects.Components.Crop#resetCropObject
* @private
* @since 3.12.0
*
* @return {object} The crop object.
*/
resetCropObject: function ()
{
return { u0: 0, v0: 0, u1: 0, v1: 0, width: 0, height: 0, x: 0, y: 0, flipX: false, flipY: false, cx: 0, cy: 0, cw: 0, ch: 0 };
}
};
module.exports = Crop;
/***/ }),
/* 58 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Provides methods used for calculating and setting the size of a non-Frame based Game Object.
* Should be applied as a mixin and not used directly.
*
* @name Phaser.GameObjects.Components.ComputedSize
* @since 3.0.0
*/
var ComputedSize = {
/**
* The native (un-scaled) width of this Game Object.
*
* Changing this value will not change the size that the Game Object is rendered in-game.
* For that you need to either set the scale of the Game Object (`setScale`) or use
* the `displayWidth` property.
*
* @name Phaser.GameObjects.Components.ComputedSize#width
* @type {number}
* @since 3.0.0
*/
width: 0,
/**
* The native (un-scaled) height of this Game Object.
*
* Changing this value will not change the size that the Game Object is rendered in-game.
* For that you need to either set the scale of the Game Object (`setScale`) or use
* the `displayHeight` property.
*
* @name Phaser.GameObjects.Components.ComputedSize#height
* @type {number}
* @since 3.0.0
*/
height: 0,
/**
* The displayed width of this Game Object.
*
* This value takes into account the scale factor.
*
* Setting this value will adjust the Game Object's scale property.
*
* @name Phaser.GameObjects.Components.ComputedSize#displayWidth
* @type {number}
* @since 3.0.0
*/
displayWidth: {
get: function ()
{
return this.scaleX * this.width;
},
set: function (value)
{
this.scaleX = value / this.width;
}
},
/**
* The displayed height of this Game Object.
*
* This value takes into account the scale factor.
*
* Setting this value will adjust the Game Object's scale property.
*
* @name Phaser.GameObjects.Components.ComputedSize#displayHeight
* @type {number}
* @since 3.0.0
*/
displayHeight: {
get: function ()
{
return this.scaleY * this.height;
},
set: function (value)
{
this.scaleY = value / this.height;
}
},
/**
* Sets the internal size of this Game Object, as used for frame or physics body creation.
*
* This will not change the size that the Game Object is rendered in-game.
* For that you need to either set the scale of the Game Object (`setScale`) or call the
* `setDisplaySize` method, which is the same thing as changing the scale but allows you
* to do so by giving pixel values.
*
* If you have enabled this Game Object for input, changing the size will _not_ change the
* size of the hit area. To do this you should adjust the `input.hitArea` object directly.
*
* @method Phaser.GameObjects.Components.ComputedSize#setSize
* @since 3.4.0
*
* @param {number} width - The width of this Game Object.
* @param {number} height - The height of this Game Object.
*
* @return {this} This Game Object instance.
*/
setSize: function (width, height)
{
this.width = width;
this.height = height;
return this;
},
/**
* Sets the display size of this Game Object.
*
* Calling this will adjust the scale.
*
* @method Phaser.GameObjects.Components.ComputedSize#setDisplaySize
* @since 3.4.0
*
* @param {number} width - The width of this Game Object.
* @param {number} height - The height of this Game Object.
*
* @return {this} This Game Object instance.
*/
setDisplaySize: function (width, height)
{
this.displayWidth = width;
this.displayHeight = height;
return this;
}
};
module.exports = ComputedSize;
/***/ }),
/* 59 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var BlendModes = __webpack_require__(18);
/**
* Provides methods used for setting the blend mode of a Game Object.
* Should be applied as a mixin and not used directly.
*
* @name Phaser.GameObjects.Components.BlendMode
* @since 3.0.0
*/
var BlendMode = {
/**
* Private internal value. Holds the current blend mode.
*
* @name Phaser.GameObjects.Components.BlendMode#_blendMode
* @type {integer}
* @private
* @default 0
* @since 3.0.0
*/
_blendMode: BlendModes.NORMAL,
/**
* Sets the Blend Mode being used by this Game Object.
*
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay)
*
* Under WebGL only the following Blend Modes are available:
*
* * ADD
* * MULTIPLY
* * SCREEN
*
* Canvas has more available depending on browser support.
*
* You can also create your own custom Blend Modes in WebGL.
*
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes
* are used.
*
* @name Phaser.GameObjects.Components.BlendMode#blendMode
* @type {(Phaser.BlendModes|string)}
* @since 3.0.0
*/
blendMode: {
get: function ()
{
return this._blendMode;
},
set: function (value)
{
if (typeof value === 'string')
{
value = BlendModes[value];
}
value |= 0;
if (value >= -1)
{
this._blendMode = value;
}
}
},
/**
* Sets the Blend Mode being used by this Game Object.
*
* This can be a const, such as `Phaser.BlendModes.SCREEN`, or an integer, such as 4 (for Overlay)
*
* Under WebGL only the following Blend Modes are available:
*
* * ADD
* * MULTIPLY
* * SCREEN
*
* Canvas has more available depending on browser support.
*
* You can also create your own custom Blend Modes in WebGL.
*
* Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending
* on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these
* reasons try to be careful about the construction of your Scene and the frequency of which blend modes
* are used.
*
* @method Phaser.GameObjects.Components.BlendMode#setBlendMode
* @since 3.0.0
*
* @param {(string|Phaser.BlendModes)} value - The BlendMode value. Either a string or a CONST.
*
* @return {this} This Game Object instance.
*/
setBlendMode: function (value)
{
this.blendMode = value;
return this;
}
};
module.exports = BlendMode;
/***/ }),
/* 60 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(0);
/**
* This event is dispatched when an animation starts playing.
*
* @event Phaser.GameObjects.Components.Animation#onStartEvent
* @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation.
* @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame.
*/
/**
* This event is dispatched when an animation repeats.
*
* @event Phaser.GameObjects.Components.Animation#onRepeatEvent
* @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation.
* @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame.
* @param {integer} repeatCount - The number of times this animation has repeated.
*/
/**
* This event is dispatched when an animation updates. This happens when the animation frame changes,
* based on the animation frame rate and other factors like timeScale and delay.
*
* @event Phaser.GameObjects.Components.Animation#onUpdateEvent
* @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation.
* @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame.
*/
/**
* This event is dispatched when an animation completes playing, either naturally or via Animation.stop.
*
* @event Phaser.GameObjects.Components.Animation#onCompleteEvent
* @param {Phaser.Animations.Animation} animation - Reference to the currently playing animation.
* @param {Phaser.Animations.AnimationFrame} frame - Reference to the current Animation Frame.
*/
/**
* @classdesc
* A Game Object Animation Controller.
*
* This controller lives as an instance within a Game Object, accessible as `sprite.anims`.
*
* @class Animation
* @memberOf Phaser.GameObjects.Components
* @constructor
* @since 3.0.0
*
* @param {Phaser.GameObjects.GameObject} parent - The Game Object to which this animation controller belongs.
*/
var Animation = new Class({
initialize:
function Animation (parent)
{
/**
* The Game Object to which this animation controller belongs.
*
* @name Phaser.GameObjects.Components.Animation#parent
* @type {Phaser.GameObjects.GameObject}
* @since 3.0.0
*/
this.parent = parent;
/**
* A reference to the global Animation Manager.
*
* @name Phaser.GameObjects.Components.Animation#animationManager
* @type {Phaser.Animations.AnimationManager}
* @since 3.0.0
*/
this.animationManager = parent.scene.sys.anims;
this.animationManager.once('remove', this.remove, this);
/**
* Is an animation currently playing or not?
*
* @name Phaser.GameObjects.Components.Animation#isPlaying
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.isPlaying = false;
/**
* The current Animation loaded into this Animation Controller.
*
* @name Phaser.GameObjects.Components.Animation#currentAnim
* @type {?Phaser.Animations.Animation}
* @default null
* @since 3.0.0
*/
this.currentAnim = null;
/**
* The current AnimationFrame being displayed by this Animation Controller.
*
* @name Phaser.GameObjects.Components.Animation#currentFrame
* @type {?Phaser.Animations.AnimationFrame}
* @default null
* @since 3.0.0
*/
this.currentFrame = null;
/**
* Time scale factor.
*
* @name Phaser.GameObjects.Components.Animation#_timeScale
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
this._timeScale = 1;
/**
* The frame rate of playback in frames per second.
* The default is 24 if the `duration` property is `null`.
*
* @name Phaser.GameObjects.Components.Animation#frameRate
* @type {number}
* @default 0
* @since 3.0.0
*/
this.frameRate = 0;
/**
* How long the animation should play for, in milliseconds.
* If the `frameRate` property has been set then it overrides this value,
* otherwise the `frameRate` is derived from `duration`.
*
* @name Phaser.GameObjects.Components.Animation#duration
* @type {number}
* @default 0
* @since 3.0.0
*/
this.duration = 0;
/**
* ms per frame, not including frame specific modifiers that may be present in the Animation data.
*
* @name Phaser.GameObjects.Components.Animation#msPerFrame
* @type {number}
* @default 0
* @since 3.0.0
*/
this.msPerFrame = 0;
/**
* Skip frames if the time lags, or always advanced anyway?
*
* @name Phaser.GameObjects.Components.Animation#skipMissedFrames
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.skipMissedFrames = true;
/**
* A delay before starting playback, in milliseconds.
*
* @name Phaser.GameObjects.Components.Animation#_delay
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._delay = 0;
/**
* Number of times to repeat the animation (-1 for infinity)
*
* @name Phaser.GameObjects.Components.Animation#_repeat
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._repeat = 0;
/**
* Delay before the repeat starts, in milliseconds.
*
* @name Phaser.GameObjects.Components.Animation#_repeatDelay
* @type {number}
* @private
* @default 0
* @since 3.0.0
*/
this._repeatDelay = 0;
/**
* Should the animation yoyo? (reverse back down to the start) before repeating?
*
* @name Phaser.GameObjects.Components.Animation#_yoyo
* @type {boolean}
* @private
* @default false
* @since 3.0.0
*/
this._yoyo = false;
/**
* Will the playhead move forwards (`true`) or in reverse (`false`).
*
* @name Phaser.GameObjects.Components.Animation#forward
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.forward = true;
/**
* An Internal trigger that's play the animation in reverse mode ('true') or not ('false'),
* needed because forward can be changed by yoyo feature.
*
* @name Phaser.GameObjects.Components.Animation#forward
* @type {boolean}
* @default false
* @since 3.12.0
*/
this._reverse = false;
/**
* Internal time overflow accumulator.
*
* @name Phaser.GameObjects.Components.Animation#accumulator
* @type {number}
* @default 0
* @since 3.0.0
*/
this.accumulator = 0;
/**
* The time point at which the next animation frame will change.
*
* @name Phaser.GameObjects.Components.Animation#nextTick
* @type {number}
* @default 0
* @since 3.0.0
*/
this.nextTick = 0;
/**
* An internal counter keeping track of how many repeats are left to play.
*
* @name Phaser.GameObjects.Components.Animation#repeatCounter
* @type {number}
* @default 0
* @since 3.0.0
*/
this.repeatCounter = 0;
/**
* An internal flag keeping track of pending repeats.
*
* @name Phaser.GameObjects.Components.Animation#pendingRepeat
* @type {boolean}
* @default false
* @since 3.0.0
*/
this.pendingRepeat = false;
/**
* Is the Animation paused?
*
* @name Phaser.GameObjects.Components.Animation#_paused
* @type {boolean}
* @private
* @default false
* @since 3.0.0
*/
this._paused = false;
/**
* Was the animation previously playing before being paused?
*
* @name Phaser.GameObjects.Components.Animation#_wasPlaying
* @type {boolean}
* @private
* @default false
* @since 3.0.0
*/
this._wasPlaying = false;
/**
* Internal property tracking if this Animation is waiting to stop.
*
* 0 = No
* 1 = Waiting for ms to pass
* 2 = Waiting for repeat
* 3 = Waiting for specific frame
*
* @name Phaser.GameObjects.Components.Animation#_pendingStop
* @type {integer}
* @private
* @since 3.4.0
*/
this._pendingStop = 0;
/**
* Internal property used by _pendingStop.
*
* @name Phaser.GameObjects.Components.Animation#_pendingStopValue
* @type {any}
* @private
* @since 3.4.0
*/
this._pendingStopValue;
},
/**
* Sets the amount of time, in milliseconds, that the animation will be delayed before starting playback.
*
* @method Phaser.GameObjects.Components.Animation#setDelay
* @since 3.4.0
*
* @param {integer} [value=0] - The amount of time, in milliseconds, to wait before starting playback.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
setDelay: function (value)
{
if (value === undefined) { value = 0; }
this._delay = value;
return this.parent;
},
/**
* Gets the amount of time, in milliseconds that the animation will be delayed before starting playback.
*
* @method Phaser.GameObjects.Components.Animation#getDelay
* @since 3.4.0
*
* @return {integer} The amount of time, in milliseconds, the Animation will wait before starting playback.
*/
getDelay: function ()
{
return this._delay;
},
/**
* Waits for the specified delay, in milliseconds, then starts playback of the requested animation.
*
* @method Phaser.GameObjects.Components.Animation#delayedPlay
* @since 3.0.0
*
* @param {integer} delay - The delay, in milliseconds, to wait before starting the animation playing.
* @param {string} key - The key of the animation to play.
* @param {integer} [startFrame=0] - The frame of the animation to start from.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
delayedPlay: function (delay, key, startFrame)
{
this.play(key, true, startFrame);
this.nextTick += delay;
return this.parent;
},
/**
* Returns the key of the animation currently loaded into this component.
*
* @method Phaser.GameObjects.Components.Animation#getCurrentKey
* @since 3.0.0
*
* @return {string} The key of the Animation loaded into this component.
*/
getCurrentKey: function ()
{
if (this.currentAnim)
{
return this.currentAnim.key;
}
},
/**
* Internal method used to load an animation into this component.
*
* @method Phaser.GameObjects.Components.Animation#load
* @protected
* @since 3.0.0
*
* @param {string} key - The key of the animation to load.
* @param {integer} [startFrame=0] - The start frame of the animation to load.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
load: function (key, startFrame)
{
if (startFrame === undefined) { startFrame = 0; }
if (this.isPlaying)
{
this.stop();
}
// Load the new animation in
this.animationManager.load(this, key, startFrame);
return this.parent;
},
/**
* Pause the current animation and set the `isPlaying` property to `false`.
* You can optionally pause it at a specific frame.
*
* @method Phaser.GameObjects.Components.Animation#pause
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationFrame} [atFrame] - An optional frame to set after pausing the animation.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
pause: function (atFrame)
{
if (!this._paused)
{
this._paused = true;
this._wasPlaying = this.isPlaying;
this.isPlaying = false;
}
if (atFrame !== undefined)
{
this.updateFrame(atFrame);
}
return this.parent;
},
/**
* Resumes playback of a paused animation and sets the `isPlaying` property to `true`.
* You can optionally tell it to start playback from a specific frame.
*
* @method Phaser.GameObjects.Components.Animation#resume
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationFrame} [fromFrame] - An optional frame to set before restarting playback.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
resume: function (fromFrame)
{
if (this._paused)
{
this._paused = false;
this.isPlaying = this._wasPlaying;
}
if (fromFrame !== undefined)
{
this.updateFrame(fromFrame);
}
return this.parent;
},
/**
* `true` if the current animation is paused, otherwise `false`.
*
* @name Phaser.GameObjects.Components.Animation#isPaused
* @readOnly
* @type {boolean}
* @since 3.4.0
*/
isPaused: {
get: function ()
{
return this._paused;
}
},
/**
* Plays an Animation on the Game Object that owns this Animation Component.
*
* @method Phaser.GameObjects.Components.Animation#play
* @fires Phaser.GameObjects.Components.Animation#onStartEvent
* @since 3.0.0
*
* @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager.
* @param {boolean} [ignoreIfPlaying=false] - If an animation is already playing then ignore this call.
* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
play: function (key, ignoreIfPlaying, startFrame)
{
if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; }
if (startFrame === undefined) { startFrame = 0; }
if (ignoreIfPlaying && this.isPlaying && this.currentAnim.key === key)
{
return this.parent;
}
this.forward = true;
this._reverse = false;
return this._startAnimation(key, startFrame);
},
/**
* Plays an Animation (in reverse mode) on the Game Object that owns this Animation Component.
*
* @method Phaser.GameObjects.Components.Animation#playReverse
* @fires Phaser.GameObjects.Components.Animation#onStartEvent
* @since 3.12.0
*
* @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager.
* @param {boolean} [ignoreIfPlaying=false] - If an animation is already playing then ignore this call.
* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
playReverse: function (key, ignoreIfPlaying, startFrame)
{
if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; }
if (startFrame === undefined) { startFrame = 0; }
if (ignoreIfPlaying && this.isPlaying && this.currentAnim.key === key)
{
return this.parent;
}
this.forward = false;
this._reverse = true;
return this._startAnimation(key, startFrame);
},
/**
* Load an Animation and fires 'onStartEvent' event,
* extracted from 'play' method
*
* @method Phaser.GameObjects.Components.Animation#_startAnimation
* @fires Phaser.GameObjects.Components.Animation#onStartEvent
* @since 3.12.0
*
* @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager.
* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
_startAnimation: function (key, startFrame)
{
this.load(key, startFrame);
var anim = this.currentAnim;
var gameObject = this.parent;
// Should give us 9,007,199,254,740,991 safe repeats
this.repeatCounter = (this._repeat === -1) ? Number.MAX_VALUE : this._repeat;
anim.getFirstTick(this);
this.isPlaying = true;
this.pendingRepeat = false;
if (anim.showOnStart)
{
gameObject.visible = true;
}
gameObject.emit('animationstart', this.currentAnim, this.currentFrame);
return gameObject;
},
/**
* Reverse an Animation that is already playing on the Game Object.
*
* @method Phaser.GameObjects.Components.Animation#reverse
* @since 3.12.0
*
* @param {string} key - The string-based key of the animation to play, as defined previously in the Animation Manager.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
reverse: function (key)
{
if (!this.isPlaying || this.currentAnim.key !== key) { return this.parent; }
this._reverse = !this._reverse;
this.forward = !this.forward;
return this.parent;
},
/**
* Returns a value between 0 and 1 indicating how far this animation is through, ignoring repeats and yoyos.
* If the animation has a non-zero repeat defined, `getProgress` and `getTotalProgress` will be different
* because `getProgress` doesn't include any repeats or repeat delays, whereas `getTotalProgress` does.
*
* @method Phaser.GameObjects.Components.Animation#getProgress
* @since 3.4.0
*
* @return {number} The progress of the current animation, between 0 and 1.
*/
getProgress: function ()
{
var p = this.currentFrame.progress;
if (!this.forward)
{
p = 1 - p;
}
return p;
},
/**
* Takes a value between 0 and 1 and uses it to set how far this animation is through playback.
* Does not factor in repeats or yoyos, but does handle playing forwards or backwards.
*
* @method Phaser.GameObjects.Components.Animation#setProgress
* @since 3.4.0
*
* @param {number} [value=0] - The progress value, between 0 and 1.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
setProgress: function (value)
{
if (!this.forward)
{
value = 1 - value;
}
this.setCurrentFrame(this.currentAnim.getFrameByProgress(value));
return this.parent;
},
/**
* Handle the removal of an animation from the Animation Manager.
*
* @method Phaser.GameObjects.Components.Animation#remove
* @since 3.0.0
*
* @param {string} [key] - The key of the removed Animation.
* @param {Phaser.Animations.Animation} [animation] - The removed Animation.
*/
remove: function (key, animation)
{
if (animation === undefined) { animation = this.currentAnim; }
if (this.isPlaying && animation.key === this.currentAnim.key)
{
this.stop();
this.setCurrentFrame(this.currentAnim.frames[0]);
}
},
/**
* Gets the number of times that the animation will repeat
* after its first iteration. For example, if returns 1, the animation will
* play a total of twice (the initial play plus 1 repeat).
* A value of -1 means the animation will repeat indefinitely.
*
* @method Phaser.GameObjects.Components.Animation#getRepeat
* @since 3.4.0
*
* @return {integer} The number of times that the animation will repeat.
*/
getRepeat: function ()
{
return this._repeat;
},
/**
* Sets the number of times that the animation should repeat
* after its first iteration. For example, if repeat is 1, the animation will
* play a total of twice (the initial play plus 1 repeat).
* To repeat indefinitely, use -1. repeat should always be an integer.
*
* @method Phaser.GameObjects.Components.Animation#setRepeat
* @since 3.4.0
*
* @param {integer} value - The number of times that the animation should repeat.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
setRepeat: function (value)
{
this._repeat = value;
this.repeatCounter = 0;
return this.parent;
},
/**
* Gets the amount of delay between repeats, if any.
*
* @method Phaser.GameObjects.Components.Animation#getRepeatDelay
* @since 3.4.0
*
* @return {number} The delay between repeats.
*/
getRepeatDelay: function ()
{
return this._repeatDelay;
},
/**
* Sets the amount of time in seconds between repeats.
* For example, if `repeat` is 2 and `repeatDelay` is 10, the animation will play initially,
* then wait for 10 seconds before repeating, then play again, then wait another 10 seconds
* before doing its final repeat.
*
* @method Phaser.GameObjects.Components.Animation#setRepeatDelay
* @since 3.4.0
*
* @param {number} value - The delay to wait between repeats, in seconds.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
setRepeatDelay: function (value)
{
this._repeatDelay = value;
return this.parent;
},
/**
* Restarts the current animation from its beginning, optionally including its delay value.
*
* @method Phaser.GameObjects.Components.Animation#restart
* @since 3.0.0
*
* @param {boolean} [includeDelay=false] - Whether to include the delay value of the animation when restarting.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
restart: function (includeDelay)
{
if (includeDelay === undefined) { includeDelay = false; }
this.currentAnim.getFirstTick(this, includeDelay);
this.forward = true;
this.isPlaying = true;
this.pendingRepeat = false;
this._paused = false;
// Set frame
this.updateFrame(this.currentAnim.frames[0]);
return this.parent;
},
/**
* Immediately stops the current animation from playing and dispatches the `animationcomplete` event.
*
* @method Phaser.GameObjects.Components.Animation#stop
* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
* @since 3.0.0
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
stop: function ()
{
this._pendingStop = 0;
this.isPlaying = false;
var gameObject = this.parent;
gameObject.emit('animationcomplete', this.currentAnim, this.currentFrame);
return gameObject;
},
/**
* Stops the current animation from playing after the specified time delay, given in milliseconds.
*
* @method Phaser.GameObjects.Components.Animation#stopAfterDelay
* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
* @since 3.4.0
*
* @param {integer} delay - The number of milliseconds to wait before stopping this animation.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
stopAfterDelay: function (delay)
{
this._pendingStop = 1;
this._pendingStopValue = delay;
return this.parent;
},
/**
* Stops the current animation from playing when it next repeats.
*
* @method Phaser.GameObjects.Components.Animation#stopOnRepeat
* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
* @since 3.4.0
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
stopOnRepeat: function ()
{
this._pendingStop = 2;
return this.parent;
},
/**
* Stops the current animation from playing when it next sets the given frame.
* If this frame doesn't exist within the animation it will not stop it from playing.
*
* @method Phaser.GameObjects.Components.Animation#stopOnFrame
* @fires Phaser.GameObjects.Components.Animation#onCompleteEvent
* @since 3.4.0
*
* @param {Phaser.Animations.AnimationFrame} delay - The frame to check before stopping this animation.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
stopOnFrame: function (frame)
{
this._pendingStop = 3;
this._pendingStopValue = frame;
return this.parent;
},
/**
* Sets the Time Scale factor, allowing you to make the animation go go faster or slower than default.
* Where 1 = normal speed (the default), 0.5 = half speed, 2 = double speed, etc.
*
* @method Phaser.GameObjects.Components.Animation#setTimeScale
* @since 3.4.0
*
* @param {number} [value=1] - The time scale factor, where 1 is no change, 0.5 is half speed, etc.
*
* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
*/
setTimeScale: function (value)
{
if (value === undefined) { value = 1; }
this._timeScale = value;
return this.parent;
},
/**
* Gets the Time Scale factor.
*
* @method Phaser.GameObjects.Components.Animation#getTimeScale
* @since 3.4.0
*
* @return {number} The Time Scale value.
*/
getTimeScale: function ()
{
return this._timeScale;
},
/**
* Returns the total number of frames in this animation.
*
* @method Phaser.GameObjects.Components.Animation#getTotalFrames
* @since 3.4.0
*
* @return {integer} The total number of frames in this animation.
*/
getTotalFrames: function ()
{
return this.currentAnim.frames.length;
},
/**
* The internal update loop for the Animation Component.
*
* @method Phaser.GameObjects.Components.Animation#update
* @since 3.0.0
*
* @param {number} time - The current timestamp.
* @param {number} delta - The delta time, in ms, elapsed since the last frame.
*/
update: function (time, delta)
{
if (!this.currentAnim || !this.isPlaying || this.currentAnim.paused)
{
return;
}
this.accumulator += delta * this._timeScale;
if (this._pendingStop === 1)
{
this._pendingStopValue -= delta;
if (this._pendingStopValue <= 0)
{
return this.currentAnim.completeAnimation(this);
}
}
if (this.accumulator >= this.nextTick)
{
this.currentAnim.setFrame(this);
}
},
/**
* Sets the given Animation Frame as being the current frame
* and applies it to the parent Game Object, adjusting its size and origin as needed.
*
* @method Phaser.GameObjects.Components.Animation#setCurrentFrame
* @since 3.4.0
*
* @param {Phaser.Animations.AnimationFrame} animationFrame - The Animation Frame to set as being current.
*
* @return {Phaser.GameObjects.GameObject} The Game Object this Animation Component belongs to.
*/
setCurrentFrame: function (animationFrame)
{
var gameObject = this.parent;
this.currentFrame = animationFrame;
gameObject.texture = animationFrame.frame.texture;
gameObject.frame = animationFrame.frame;
gameObject.setSizeToFrame();
if (animationFrame.frame.customPivot)
{
gameObject.setOrigin(animationFrame.frame.pivotX, animationFrame.frame.pivotY);
}
else
{
gameObject.updateDisplayOrigin();
}
return gameObject;
},
/**
* Internal frame change handler.
*
* @method Phaser.GameObjects.Components.Animation#updateFrame
* @fires Phaser.GameObjects.Components.Animation#onUpdateEvent
* @private
* @since 3.0.0
*
* @param {Phaser.Animations.AnimationFrame} animationFrame - The animation frame to change to.
*/
updateFrame: function (animationFrame)
{
var gameObject = this.setCurrentFrame(animationFrame);
if (this.isPlaying)
{
if (animationFrame.setAlpha)
{
gameObject.alpha = animationFrame.alpha;
}
var anim = this.currentAnim;
gameObject.emit('animationupdate', anim, animationFrame);
if (this._pendingStop === 3 && this._pendingStopValue === animationFrame)
{
this.currentAnim.completeAnimation(this);
}
}
},
/**
* Sets if the current Animation will yoyo when it reaches the end.
* A yoyo'ing animation will play through consecutively, and then reverse-play back to the start again.
*
* @method Phaser.GameObjects.Components.Animation#setYoyo
* @since 3.4.0
*
* @param {boolean} [value=false] - `true` if the animation should yoyo, `false` to not.
*
* @return {Phaser.GameObjects.GameObject} The Game Object this Animation Component belongs to.
*/
setYoyo: function (value)
{
if (value === undefined) { value = false; }
this._yoyo = value;
return this.parent;
},
/**
* Gets if the current Animation will yoyo when it reaches the end.
* A yoyo'ing animation will play through consecutively, and then reverse-play back to the start again.
*
* @method Phaser.GameObjects.Components.Animation#getYoyo
* @since 3.4.0
*
* @return {boolean} `true` if the animation is set to yoyo, `false` if not.
*/
getYoyo: function ()
{
return this._yoyo;
},
/**
* Destroy this Animation component.
*
* Unregisters event listeners and cleans up its references.
*
* @method Phaser.GameObjects.Components.Animation#destroy
* @since 3.0.0
*/
destroy: function ()
{
this.animationManager.off('remove', this.remove, this);
this.animationManager = null;
this.parent = null;
this.currentAnim = null;
this.currentFrame = null;
}
});
module.exports = Animation;
/***/ }),
/* 61 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Force a value within the boundaries by clamping it to the range `min`, `max`.
*
* @function Phaser.Math.Clamp
* @since 3.0.0
*
* @param {number} value - The value to be clamped.
* @param {number} min - The minimum bounds.
* @param {number} max - The maximum bounds.
*
* @return {number} The clamped value.
*/
var Clamp = function (value, min, max)
{
return Math.max(min, Math.min(max, value));
};
module.exports = Clamp;
/***/ }),
/* 62 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Clamp = __webpack_require__(61);
// bitmask flag for GameObject.renderMask
var _FLAG = 2; // 0010
/**
* Provides methods used for setting the alpha properties of a Game Object.
* Should be applied as a mixin and not used directly.
*
* @name Phaser.GameObjects.Components.Alpha
* @since 3.0.0
*/
var Alpha = {
/**
* Private internal value. Holds the global alpha value.
*
* @name Phaser.GameObjects.Components.Alpha#_alpha
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_alpha: 1,
/**
* Private internal value. Holds the top-left alpha value.
*
* @name Phaser.GameObjects.Components.Alpha#_alphaTL
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_alphaTL: 1,
/**
* Private internal value. Holds the top-right alpha value.
*
* @name Phaser.GameObjects.Components.Alpha#_alphaTR
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_alphaTR: 1,
/**
* Private internal value. Holds the bottom-left alpha value.
*
* @name Phaser.GameObjects.Components.Alpha#_alphaBL
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_alphaBL: 1,
/**
* Private internal value. Holds the bottom-right alpha value.
*
* @name Phaser.GameObjects.Components.Alpha#_alphaBR
* @type {number}
* @private
* @default 1
* @since 3.0.0
*/
_alphaBR: 1,
/**
* Clears all alpha values associated with this Game Object.
*
* Immediately sets the alpha levels back to 1 (fully opaque).
*
* @method Phaser.GameObjects.Components.Alpha#clearAlpha
* @since 3.0.0
*
* @return {this} This Game Object instance.
*/
clearAlpha: function ()
{
return this.setAlpha(1);
},
/**
* Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders.
* Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.
*
* If your game is running under WebGL you can optionally specify four different alpha values, each of which
* correspond to the four corners of the Game Object. Under Canvas only the `topLeft` value given is used.
*
* @method Phaser.GameObjects.Components.Alpha#setAlpha
* @since 3.0.0
*
* @param {number} [topLeft=1] - The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object.
* @param {number} [topRight] - The alpha value used for the top-right of the Game Object. WebGL only.
* @param {number} [bottomLeft] - The alpha value used for the bottom-left of the Game Object. WebGL only.
* @param {number} [bottomRight] - The alpha value used for the bottom-right of the Game Object. WebGL only.
*
* @return {this} This Game Object instance.
*/
setAlpha: function (topLeft, topRight, bottomLeft, bottomRight)
{
if (topLeft === undefined) { topLeft = 1; }
// Treat as if there is only one alpha value for the whole Game Object
if (topRight === undefined)
{
this.alpha = topLeft;
}
else
{
this._alphaTL = Clamp(topLeft, 0, 1);
this._alphaTR = Clamp(topRight, 0, 1);
this._alphaBL = Clamp(bottomLeft, 0, 1);
this._alphaBR = Clamp(bottomRight, 0, 1);
}
return this;
},
/**
* The alpha value of the Game Object.
*
* This is a global value, impacting the entire Game Object, not just a region of it.
*
* @name Phaser.GameObjects.Components.Alpha#alpha
* @type {number}
* @since 3.0.0
*/
alpha: {
get: function ()
{
return this._alpha;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
this._alpha = v;
this._alphaTL = v;
this._alphaTR = v;
this._alphaBL = v;
this._alphaBR = v;
if (v === 0)
{
this.renderFlags &= ~_FLAG;
}
else
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The alpha value starting from the top-left of the Game Object.
* This value is interpolated from the corner to the center of the Game Object.
*
* @name Phaser.GameObjects.Components.Alpha#alphaTopLeft
* @type {number}
* @webglOnly
* @since 3.0.0
*/
alphaTopLeft: {
get: function ()
{
return this._alphaTL;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
this._alphaTL = v;
if (v !== 0)
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The alpha value starting from the top-right of the Game Object.
* This value is interpolated from the corner to the center of the Game Object.
*
* @name Phaser.GameObjects.Components.Alpha#alphaTopRight
* @type {number}
* @webglOnly
* @since 3.0.0
*/
alphaTopRight: {
get: function ()
{
return this._alphaTR;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
this._alphaTR = v;
if (v !== 0)
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The alpha value starting from the bottom-left of the Game Object.
* This value is interpolated from the corner to the center of the Game Object.
*
* @name Phaser.GameObjects.Components.Alpha#alphaBottomLeft
* @type {number}
* @webglOnly
* @since 3.0.0
*/
alphaBottomLeft: {
get: function ()
{
return this._alphaBL;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
this._alphaBL = v;
if (v !== 0)
{
this.renderFlags |= _FLAG;
}
}
},
/**
* The alpha value starting from the bottom-right of the Game Object.
* This value is interpolated from the corner to the center of the Game Object.
*
* @name Phaser.GameObjects.Components.Alpha#alphaBottomRight
* @type {number}
* @webglOnly
* @since 3.0.0
*/
alphaBottomRight: {
get: function ()
{
return this._alphaBR;
},
set: function (value)
{
var v = Clamp(value, 0, 1);
this._alphaBR = v;
if (v !== 0)
{
this.renderFlags |= _FLAG;
}
}
}
};
module.exports = Alpha;
/***/ }),
/* 63 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(0);
/**
* @callback EachSetCallback
* @generic E - [entry]
*
* @param {*} entry - [description]
* @param {number} index - [description]
*
* @return {?boolean} [description]
*/
/**
* @classdesc
* A Set is a collection of unique elements.
*
* @class Set
* @memberOf Phaser.Structs
* @constructor
* @since 3.0.0
*
* @generic T
* @genericUse {T[]} - [elements]
*
* @param {Array.<*>} [elements] - [description]
*/
var Set = new Class({
initialize:
function Set (elements)
{
/**
* [description]
*
* @genericUse {T[]} - [$type]
*
* @name Phaser.Structs.Set#entries
* @type {Array.<*>}
* @default []
* @since 3.0.0
*/
this.entries = [];
if (Array.isArray(elements))
{
for (var i = 0; i < elements.length; i++)
{
this.set(elements[i]);
}
}
},
/**
* [description]
*
* @method Phaser.Structs.Set#set
* @since 3.0.0
*
* @genericUse {T} - [value]
* @genericUse {Phaser.Structs.Set.<T>} - [$return]
*
* @param {*} value - [description]
*
* @return {Phaser.Structs.Set} This Set object.
*/
set: function (value)
{
if (this.entries.indexOf(value) === -1)
{
this.entries.push(value);
}
return this;
},
/**
* [description]
*
* @method Phaser.Structs.Set#get
* @since 3.0.0
*
* @genericUse {T} - [value,$return]
*
* @param {string} property - [description]
* @param {*} value - [description]
*
* @return {*} [description]
*/
get: function (property, value)
{
for (var i = 0; i < this.entries.length; i++)
{
var entry = this.entries[i];
if (entry[property] === value)
{
return entry;
}
}
},
/**
* [description]
*
* @method Phaser.Structs.Set#getArray
* @since 3.0.0
*
* @genericUse {T[]} - [$return]
*
* @return {Array.<*>} [description]
*/
getArray: function ()
{
return this.entries.slice(0);
},
/**
* [description]
*
* @method Phaser.Structs.Set#delete
* @since 3.0.0
*
* @genericUse {T} - [value]
* @genericUse {Phaser.Structs.Set.<T>} - [$return]
*
* @param {*} value - [description]
*
* @return {Phaser.Structs.Set} This Set object.
*/
delete: function (value)
{
var index = this.entries.indexOf(value);
if (index > -1)
{
this.entries.splice(index, 1);
}
return this;
},
/**
* [description]
*
* @method Phaser.Structs.Set#dump
* @since 3.0.0
*/
dump: function ()
{
// eslint-disable-next-line no-console
console.group('Set');
for (var i = 0; i < this.entries.length; i++)
{
var entry = this.entries[i];
console.log(entry);
}
// eslint-disable-next-line no-console
console.groupEnd();
},
/**
* For when you know this Set will be modified during the iteration.
*
* @method Phaser.Structs.Set#each
* @since 3.0.0
*
* @genericUse {EachSetCallback.<T>} - [callback]
* @genericUse {Phaser.Structs.Set.<T>} - [$return]
*
* @param {EachSetCallback} callback - [description]
* @param {*} callbackScope - [description]
*
* @return {Phaser.Structs.Set} This Set object.
*/
each: function (callback, callbackScope)
{
var i;
var temp = this.entries.slice();
var len = temp.length;
if (callbackScope)
{
for (i = 0; i < len; i++)
{
if (callback.call(callbackScope, temp[i], i) === false)
{
break;
}
}
}
else
{
for (i = 0; i < len; i++)
{
if (callback(temp[i], i) === false)
{
break;
}
}
}
return this;
},
/**
* For when you absolutely know this Set won't be modified during the iteration.
*
* @method Phaser.Structs.Set#iterate
* @since 3.0.0
*
* @genericUse {EachSetCallback.<T>} - [callback]
* @genericUse {Phaser.Structs.Set.<T>} - [$return]
*
* @param {EachSetCallback} callback - [description]
* @param {*} [callbackScope] - [description]
*
* @return {Phaser.Structs.Set} This Set object.
*/
iterate: function (callback, callbackScope)
{
var i;
var len = this.entries.length;
if (callbackScope)
{
for (i = 0; i < len; i++)
{
if (callback.call(callbackScope, this.entries[i], i) === false)
{
break;
}
}
}
else
{
for (i = 0; i < len; i++)
{
if (callback(this.entries[i], i) === false)
{
break;
}
}
}
return this;
},
/**
* [description]
*
* @method Phaser.Structs.Set#iterateLocal
* @since 3.0.0
*
* @genericUse {Phaser.Structs.Set.<T>} - [$return]
*
* @param {string} callbackKey - [description]
* @param {...*} [args] - Additional arguments that will be passed to the callback, after the child.
*
* @return {Phaser.Structs.Set} This Set object.
*/
iterateLocal: function (callbackKey)
{
var i;
var args = [];
for (i = 1; i < arguments.length; i++)
{
args.push(arguments[i]);
}
var len = this.entries.length;
for (i = 0; i < len; i++)
{
var entry = this.entries[i];
entry[callbackKey].apply(entry, args);
}
return this;
},
/**
* [description]
*
* @method Phaser.Structs.Set#clear
* @since 3.0.0
*
* @genericUse {Phaser.Structs.Set.<T>} - [$return]
*
* @return {Phaser.Structs.Set} This Set object.
*/
clear: function ()
{
this.entries.length = 0;
return this;
},
/**
* [description]
*
* @method Phaser.Structs.Set#contains
* @since 3.0.0
*
* @genericUse {T} - [value]
*
* @param {*} value - [description]
*
* @return {boolean} [description]
*/
contains: function (value)
{
return (this.entries.indexOf(value) > -1);
},
/**
* [description]
*
* @method Phaser.Structs.Set#union
* @since 3.0.0
*
* @genericUse {Phaser.Structs.Set.<T>} - [set,$return]
*
* @param {Phaser.Structs.Set} set - [description]
*
* @return {Phaser.Structs.Set} [description]
*/
union: function (set)
{
var newSet = new Set();
set.entries.forEach(function (value)
{
newSet.set(value);
});
this.entries.forEach(function (value)
{
newSet.set(value);
});
return newSet;
},
/**
* [description]
*
* @method Phaser.Structs.Set#intersect
* @since 3.0.0
*
* @genericUse {Phaser.Structs.Set.<T>} - [set,$return]
*
* @param {Phaser.Structs.Set} set - [description]
*
* @return {Phaser.Structs.Set} [description]
*/
intersect: function (set)
{
var newSet = new Set();
this.entries.forEach(function (value)
{
if (set.contains(value))
{
newSet.set(value);
}
});
return newSet;
},
/**
* [description]
*
* @method Phaser.Structs.Set#difference
* @since 3.0.0
*
* @genericUse {Phaser.Structs.Set.<T>} - [set,$return]
*
* @param {Phaser.Structs.Set} set - [description]
*
* @return {Phaser.Structs.Set} [description]
*/
difference: function (set)
{
var newSet = new Set();
this.entries.forEach(function (value)
{
if (!set.contains(value))
{
newSet.set(value);
}
});
return newSet;
},
/**
* [description]
*
* @name Phaser.Structs.Set#size
* @type {integer}
* @since 3.0.0
*/
size: {
get: function ()
{
return this.entries.length;
},
set: function (value)
{
return this.entries.length = value;
}
}
});
module.exports = Set;
/***/ }),
/* 64 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
var Class = __webpack_require__(0);
/**
* @classdesc
* A three-dimensional matrix.
*
* Defaults to the identity matrix when instantiated.
*
* @class Matrix3
* @memberOf Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} [m] - Optional Matrix3 to copy values from.
*/
var Matrix3 = new Class({
initialize:
function Matrix3 (m)
{
/**
* The matrix values.
*
* @name Phaser.Math.Matrix3#val
* @type {Float32Array}
* @since 3.0.0
*/
this.val = new Float32Array(9);
if (m)
{
// Assume Matrix3 with val:
this.copy(m);
}
else
{
// Default to identity
this.identity();
}
},
/**
* Make a clone of this Matrix3.
*
* @method Phaser.Math.Matrix3#clone
* @since 3.0.0
*
* @return {Phaser.Math.Matrix3} A clone of this Matrix3.
*/
clone: function ()
{
return new Matrix3(this);
},
/**
* This method is an alias for `Matrix3.copy`.
*
* @method Phaser.Math.Matrix3#set
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} src - The Matrix to set the values of this Matrix's from.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
set: function (src)
{
return this.copy(src);
},
/**
* Copy the values of a given Matrix into this Matrix.
*
* @method Phaser.Math.Matrix3#copy
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} src - The Matrix to copy the values from.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
copy: function (src)
{
var out = this.val;
var a = src.val;
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
return this;
},
/**
* Copy the values of a given Matrix4 into this Matrix3.
*
* @method Phaser.Math.Matrix3#fromMat4
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} m - The Matrix4 to copy the values from.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
fromMat4: function (m)
{
var a = m.val;
var out = this.val;
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[4];
out[4] = a[5];
out[5] = a[6];
out[6] = a[8];
out[7] = a[9];
out[8] = a[10];
return this;
},
/**
* Set the values of this Matrix from the given array.
*
* @method Phaser.Math.Matrix3#fromArray
* @since 3.0.0
*
* @param {array} a - The array to copy the values from.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
fromArray: function (a)
{
var out = this.val;
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
return this;
},
/**
* Reset this Matrix to an identity (default) matrix.
*
* @method Phaser.Math.Matrix3#identity
* @since 3.0.0
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
identity: function ()
{
var out = this.val;
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 1;
out[5] = 0;
out[6] = 0;
out[7] = 0;
out[8] = 1;
return this;
},
/**
* Transpose this Matrix.
*
* @method Phaser.Math.Matrix3#transpose
* @since 3.0.0
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
transpose: function ()
{
var a = this.val;
var a01 = a[1];
var a02 = a[2];
var a12 = a[5];
a[1] = a[3];
a[2] = a[6];
a[3] = a01;
a[5] = a[7];
a[6] = a02;
a[7] = a12;
return this;
},
/**
* Invert this Matrix.
*
* @method Phaser.Math.Matrix3#invert
* @since 3.0.0
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
invert: function ()
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a10 = a[3];
var a11 = a[4];
var a12 = a[5];
var a20 = a[6];
var a21 = a[7];
var a22 = a[8];
var b01 = a22 * a11 - a12 * a21;
var b11 = -a22 * a10 + a12 * a20;
var b21 = a21 * a10 - a11 * a20;
// Calculate the determinant
var det = a00 * b01 + a01 * b11 + a02 * b21;
if (!det)
{
return null;
}
det = 1 / det;
a[0] = b01 * det;
a[1] = (-a22 * a01 + a02 * a21) * det;
a[2] = (a12 * a01 - a02 * a11) * det;
a[3] = b11 * det;
a[4] = (a22 * a00 - a02 * a20) * det;
a[5] = (-a12 * a00 + a02 * a10) * det;
a[6] = b21 * det;
a[7] = (-a21 * a00 + a01 * a20) * det;
a[8] = (a11 * a00 - a01 * a10) * det;
return this;
},
/**
* Calculate the adjoint, or adjugate, of this Matrix.
*
* @method Phaser.Math.Matrix3#adjoint
* @since 3.0.0
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
adjoint: function ()
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a10 = a[3];
var a11 = a[4];
var a12 = a[5];
var a20 = a[6];
var a21 = a[7];
var a22 = a[8];
a[0] = (a11 * a22 - a12 * a21);
a[1] = (a02 * a21 - a01 * a22);
a[2] = (a01 * a12 - a02 * a11);
a[3] = (a12 * a20 - a10 * a22);
a[4] = (a00 * a22 - a02 * a20);
a[5] = (a02 * a10 - a00 * a12);
a[6] = (a10 * a21 - a11 * a20);
a[7] = (a01 * a20 - a00 * a21);
a[8] = (a00 * a11 - a01 * a10);
return this;
},
/**
* Calculate the determinant of this Matrix.
*
* @method Phaser.Math.Matrix3#determinant
* @since 3.0.0
*
* @return {number} The determinant of this Matrix.
*/
determinant: function ()
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a10 = a[3];
var a11 = a[4];
var a12 = a[5];
var a20 = a[6];
var a21 = a[7];
var a22 = a[8];
return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
},
/**
* Multiply this Matrix by the given Matrix.
*
* @method Phaser.Math.Matrix3#multiply
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} src - The Matrix to multiply this Matrix by.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
multiply: function (src)
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a10 = a[3];
var a11 = a[4];
var a12 = a[5];
var a20 = a[6];
var a21 = a[7];
var a22 = a[8];
var b = src.val;
var b00 = b[0];
var b01 = b[1];
var b02 = b[2];
var b10 = b[3];
var b11 = b[4];
var b12 = b[5];
var b20 = b[6];
var b21 = b[7];
var b22 = b[8];
a[0] = b00 * a00 + b01 * a10 + b02 * a20;
a[1] = b00 * a01 + b01 * a11 + b02 * a21;
a[2] = b00 * a02 + b01 * a12 + b02 * a22;
a[3] = b10 * a00 + b11 * a10 + b12 * a20;
a[4] = b10 * a01 + b11 * a11 + b12 * a21;
a[5] = b10 * a02 + b11 * a12 + b12 * a22;
a[6] = b20 * a00 + b21 * a10 + b22 * a20;
a[7] = b20 * a01 + b21 * a11 + b22 * a21;
a[8] = b20 * a02 + b21 * a12 + b22 * a22;
return this;
},
/**
* Translate this Matrix using the given Vector.
*
* @method Phaser.Math.Matrix3#translate
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to translate this Matrix with.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
translate: function (v)
{
var a = this.val;
var x = v.x;
var y = v.y;
a[6] = x * a[0] + y * a[3] + a[6];
a[7] = x * a[1] + y * a[4] + a[7];
a[8] = x * a[2] + y * a[5] + a[8];
return this;
},
/**
* Apply a rotation transformation to this Matrix.
*
* @method Phaser.Math.Matrix3#rotate
* @since 3.0.0
*
* @param {number} rad - The angle in radians to rotate by.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
rotate: function (rad)
{
var a = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a10 = a[3];
var a11 = a[4];
var a12 = a[5];
var s = Math.sin(rad);
var c = Math.cos(rad);
a[0] = c * a00 + s * a10;
a[1] = c * a01 + s * a11;
a[2] = c * a02 + s * a12;
a[3] = c * a10 - s * a00;
a[4] = c * a11 - s * a01;
a[5] = c * a12 - s * a02;
return this;
},
/**
* Apply a scale transformation to this Matrix.
*
* Uses the `x` and `y` components of the given Vector to scale the Matrix.
*
* @method Phaser.Math.Matrix3#scale
* @since 3.0.0
*
* @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to scale this Matrix with.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
scale: function (v)
{
var a = this.val;
var x = v.x;
var y = v.y;
a[0] = x * a[0];
a[1] = x * a[1];
a[2] = x * a[2];
a[3] = y * a[3];
a[4] = y * a[4];
a[5] = y * a[5];
return this;
},
/**
* Set the values of this Matrix from the given Quaternion.
*
* @method Phaser.Math.Matrix3#fromQuat
* @since 3.0.0
*
* @param {Phaser.Math.Quaternion} q - The Quaternion to set the values of this Matrix from.
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
fromQuat: function (q)
{
var x = q.x;
var y = q.y;
var z = q.z;
var w = q.w;
var x2 = x + x;
var y2 = y + y;
var z2 = z + z;
var xx = x * x2;
var xy = x * y2;
var xz = x * z2;
var yy = y * y2;
var yz = y * z2;
var zz = z * z2;
var wx = w * x2;
var wy = w * y2;
var wz = w * z2;
var out = this.val;
out[0] = 1 - (yy + zz);
out[3] = xy + wz;
out[6] = xz - wy;
out[1] = xy - wz;
out[4] = 1 - (xx + zz);
out[7] = yz + wx;
out[2] = xz + wy;
out[5] = yz - wx;
out[8] = 1 - (xx + yy);
return this;
},
/**
* [description]
*
* @method Phaser.Math.Matrix3#normalFromMat4
* @since 3.0.0
*
* @param {Phaser.Math.Matrix4} m - [description]
*
* @return {Phaser.Math.Matrix3} This Matrix3.
*/
normalFromMat4: function (m)
{
var a = m.val;
var out = this.val;
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
var a30 = a[12];
var a31 = a[13];
var a32 = a[14];
var a33 = a[15];
var b00 = a00 * a11 - a01 * a10;
var b01 = a00 * a12 - a02 * a10;
var b02 = a00 * a13 - a03 * a10;
var b03 = a01 * a12 - a02 * a11;
var b04 = a01 * a13 - a03 * a11;
var b05 = a02 * a13 - a03 * a12;
var b06 = a20 * a31 - a21 * a30;
var b07 = a20 * a32 - a22 * a30;
var b08 = a20 * a33 - a23 * a30;
var b09 = a21 * a32 - a22 * a31;
var b10 = a21 * a33 - a23 * a31;
var b11 = a22 * a33 - a23 * a32;
// Calculate the determinant
var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
if (!det)
{
return null;
}
det = 1 / det;
out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
return this;
}
});
module.exports = Matrix3;
/***/ }),
/* 65 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
var Class = __webpack_require__(0);
var Vector3 = __webpack_require__(2);
var Matrix3 = __webpack_require__(64);
var EPSILON = 0.000001;
// Some shared 'private' arrays
var siNext = new Int8Array([ 1, 2, 0 ]);
var tmp = new Float32Array([ 0, 0, 0 ]);
var xUnitVec3 = new Vector3(1, 0, 0);
var yUnitVec3 = new Vector3(0, 1, 0);
var tmpvec = new Vector3();
var tmpMat3 = new Matrix3();
/**
* @classdesc
* A quaternion.
*
* @class Quaternion
* @memberOf Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {number} [x] - The x component.
* @param {number} [y] - The y component.
* @param {number} [z] - The z component.
* @param {number} [w] - The w component.
*/
var Quaternion = new Class({
initialize:
function Quaternion (x, y, z, w)
{
/**
* The x component of this Quaternion.
*
* @name Phaser.Math.Quaternion#x
* @type {number}
* @default 0
* @since 3.0.0
*/
/**
* The y component of this Quaternion.
*
* @name Phaser.Math.Quaternion#y
* @type {number}
* @default 0
* @since 3.0.0
*/
/**
* The z component of this Quaternion.
*
* @name Phaser.Math.Quaternion#z
* @type {number}
* @default 0
* @since 3.0.0
*/
/**
* The w component of this Quaternion.
*
* @name Phaser.Math.Quaternion#w
* @type {number}
* @default 0
* @since 3.0.0
*/
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
this.z = x.z || 0;
this.w = x.w || 0;
}
else
{
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
this.w = w || 0;
}
},
/**
* Copy the components of a given Quaternion or Vector into this Quaternion.
*
* @method Phaser.Math.Quaternion#copy
* @since 3.0.0
*
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} src - The Quaternion or Vector to copy the components from.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
copy: function (src)
{
this.x = src.x;
this.y = src.y;
this.z = src.z;
this.w = src.w;
return this;
},
/**
* Set the components of this Quaternion.
*
* @method Phaser.Math.Quaternion#set
* @since 3.0.0
*
* @param {(number|object)} [x=0] - The x component, or an object containing x, y, z, and w components.
* @param {number} [y=0] - The y component.
* @param {number} [z=0] - The z component.
* @param {number} [w=0] - The w component.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
set: function (x, y, z, w)
{
if (typeof x === 'object')
{
this.x = x.x || 0;
this.y = x.y || 0;
this.z = x.z || 0;
this.w = x.w || 0;
}
else
{
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
this.w = w || 0;
}
return this;
},
/**
* Add a given Quaternion or Vector to this Quaternion. Addition is component-wise.
*
* @method Phaser.Math.Quaternion#add
* @since 3.0.0
*
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to add to this Quaternion.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
add: function (v)
{
this.x += v.x;
this.y += v.y;
this.z += v.z;
this.w += v.w;
return this;
},
/**
* Subtract a given Quaternion or Vector from this Quaternion. Subtraction is component-wise.
*
* @method Phaser.Math.Quaternion#subtract
* @since 3.0.0
*
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to subtract from this Quaternion.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
subtract: function (v)
{
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
this.w -= v.w;
return this;
},
/**
* Scale this Quaternion by the given value.
*
* @method Phaser.Math.Quaternion#scale
* @since 3.0.0
*
* @param {number} scale - The value to scale this Quaternion by.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
scale: function (scale)
{
this.x *= scale;
this.y *= scale;
this.z *= scale;
this.w *= scale;
return this;
},
/**
* Calculate the length of this Quaternion.
*
* @method Phaser.Math.Quaternion#length
* @since 3.0.0
*
* @return {number} The length of this Quaternion.
*/
length: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
var w = this.w;
return Math.sqrt(x * x + y * y + z * z + w * w);
},
/**
* Calculate the length of this Quaternion squared.
*
* @method Phaser.Math.Quaternion#lengthSq
* @since 3.0.0
*
* @return {number} The length of this Quaternion, squared.
*/
lengthSq: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
var w = this.w;
return x * x + y * y + z * z + w * w;
},
/**
* Normalize this Quaternion.
*
* @method Phaser.Math.Quaternion#normalize
* @since 3.0.0
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
normalize: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
var w = this.w;
var len = x * x + y * y + z * z + w * w;
if (len > 0)
{
len = 1 / Math.sqrt(len);
this.x = x * len;
this.y = y * len;
this.z = z * len;
this.w = w * len;
}
return this;
},
/**
* Calculate the dot product of this Quaternion and the given Quaternion or Vector.
*
* @method Phaser.Math.Quaternion#dot
* @since 3.0.0
*
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to dot product with this Quaternion.
*
* @return {number} The dot product of this Quaternion and the given Quaternion or Vector.
*/
dot: function (v)
{
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
},
/**
* Linearly interpolate this Quaternion towards the given Quaternion or Vector.
*
* @method Phaser.Math.Quaternion#lerp
* @since 3.0.0
*
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} v - The Quaternion or Vector to interpolate towards.
* @param {number} [t=0] - The percentage of interpolation.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
lerp: function (v, t)
{
if (t === undefined) { t = 0; }
var ax = this.x;
var ay = this.y;
var az = this.z;
var aw = this.w;
this.x = ax + t * (v.x - ax);
this.y = ay + t * (v.y - ay);
this.z = az + t * (v.z - az);
this.w = aw + t * (v.w - aw);
return this;
},
/**
* [description]
*
* @method Phaser.Math.Quaternion#rotationTo
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} a - [description]
* @param {Phaser.Math.Vector3} b - [description]
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
rotationTo: function (a, b)
{
var dot = a.x * b.x + a.y * b.y + a.z * b.z;
if (dot < -0.999999)
{
if (tmpvec.copy(xUnitVec3).cross(a).length() < EPSILON)
{
tmpvec.copy(yUnitVec3).cross(a);
}
tmpvec.normalize();
return this.setAxisAngle(tmpvec, Math.PI);
}
else if (dot > 0.999999)
{
this.x = 0;
this.y = 0;
this.z = 0;
this.w = 1;
return this;
}
else
{
tmpvec.copy(a).cross(b);
this.x = tmpvec.x;
this.y = tmpvec.y;
this.z = tmpvec.z;
this.w = 1 + dot;
return this.normalize();
}
},
/**
* Set the axes of this Quaternion.
*
* @method Phaser.Math.Quaternion#setAxes
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} view - The view axis.
* @param {Phaser.Math.Vector3} right - The right axis.
* @param {Phaser.Math.Vector3} up - The upwards axis.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
setAxes: function (view, right, up)
{
var m = tmpMat3.val;
m[0] = right.x;
m[3] = right.y;
m[6] = right.z;
m[1] = up.x;
m[4] = up.y;
m[7] = up.z;
m[2] = -view.x;
m[5] = -view.y;
m[8] = -view.z;
return this.fromMat3(tmpMat3).normalize();
},
/**
* Reset this Matrix to an identity (default) Quaternion.
*
* @method Phaser.Math.Quaternion#identity
* @since 3.0.0
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
identity: function ()
{
this.x = 0;
this.y = 0;
this.z = 0;
this.w = 1;
return this;
},
/**
* Set the axis angle of this Quaternion.
*
* @method Phaser.Math.Quaternion#setAxisAngle
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} axis - The axis.
* @param {number} rad - The angle in radians.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
setAxisAngle: function (axis, rad)
{
rad = rad * 0.5;
var s = Math.sin(rad);
this.x = s * axis.x;
this.y = s * axis.y;
this.z = s * axis.z;
this.w = Math.cos(rad);
return this;
},
/**
* Multiply this Quaternion by the given Quaternion or Vector.
*
* @method Phaser.Math.Quaternion#multiply
* @since 3.0.0
*
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} b - The Quaternion or Vector to multiply this Quaternion by.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
multiply: function (b)
{
var ax = this.x;
var ay = this.y;
var az = this.z;
var aw = this.w;
var bx = b.x;
var by = b.y;
var bz = b.z;
var bw = b.w;
this.x = ax * bw + aw * bx + ay * bz - az * by;
this.y = ay * bw + aw * by + az * bx - ax * bz;
this.z = az * bw + aw * bz + ax * by - ay * bx;
this.w = aw * bw - ax * bx - ay * by - az * bz;
return this;
},
/**
* Smoothly linearly interpolate this Quaternion towards the given Quaternion or Vector.
*
* @method Phaser.Math.Quaternion#slerp
* @since 3.0.0
*
* @param {(Phaser.Math.Quaternion|Phaser.Math.Vector4)} b - The Quaternion or Vector to interpolate towards.
* @param {number} t - The percentage of interpolation.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
slerp: function (b, t)
{
// benchmarks: http://jsperf.com/quaternion-slerp-implementations
var ax = this.x;
var ay = this.y;
var az = this.z;
var aw = this.w;
var bx = b.x;
var by = b.y;
var bz = b.z;
var bw = b.w;
// calc cosine
var cosom = ax * bx + ay * by + az * bz + aw * bw;
// adjust signs (if necessary)
if (cosom < 0)
{
cosom = -cosom;
bx = - bx;
by = - by;
bz = - bz;
bw = - bw;
}
// "from" and "to" quaternions are very close
// ... so we can do a linear interpolation
var scale0 = 1 - t;
var scale1 = t;
// calculate coefficients
if ((1 - cosom) > EPSILON)
{
// standard case (slerp)
var omega = Math.acos(cosom);
var sinom = Math.sin(omega);
scale0 = Math.sin((1.0 - t) * omega) / sinom;
scale1 = Math.sin(t * omega) / sinom;
}
// calculate final values
this.x = scale0 * ax + scale1 * bx;
this.y = scale0 * ay + scale1 * by;
this.z = scale0 * az + scale1 * bz;
this.w = scale0 * aw + scale1 * bw;
return this;
},
/**
* Invert this Quaternion.
*
* @method Phaser.Math.Quaternion#invert
* @since 3.0.0
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
invert: function ()
{
var a0 = this.x;
var a1 = this.y;
var a2 = this.z;
var a3 = this.w;
var dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;
var invDot = (dot) ? 1 / dot : 0;
// TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
this.x = -a0 * invDot;
this.y = -a1 * invDot;
this.z = -a2 * invDot;
this.w = a3 * invDot;
return this;
},
/**
* Convert this Quaternion into its conjugate.
*
* Sets the x, y and z components.
*
* @method Phaser.Math.Quaternion#conjugate
* @since 3.0.0
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
conjugate: function ()
{
this.x = -this.x;
this.y = -this.y;
this.z = -this.z;
return this;
},
/**
* Rotate this Quaternion on the X axis.
*
* @method Phaser.Math.Quaternion#rotateX
* @since 3.0.0
*
* @param {number} rad - The rotation angle in radians.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
rotateX: function (rad)
{
rad *= 0.5;
var ax = this.x;
var ay = this.y;
var az = this.z;
var aw = this.w;
var bx = Math.sin(rad);
var bw = Math.cos(rad);
this.x = ax * bw + aw * bx;
this.y = ay * bw + az * bx;
this.z = az * bw - ay * bx;
this.w = aw * bw - ax * bx;
return this;
},
/**
* Rotate this Quaternion on the Y axis.
*
* @method Phaser.Math.Quaternion#rotateY
* @since 3.0.0
*
* @param {number} rad - The rotation angle in radians.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
rotateY: function (rad)
{
rad *= 0.5;
var ax = this.x;
var ay = this.y;
var az = this.z;
var aw = this.w;
var by = Math.sin(rad);
var bw = Math.cos(rad);
this.x = ax * bw - az * by;
this.y = ay * bw + aw * by;
this.z = az * bw + ax * by;
this.w = aw * bw - ay * by;
return this;
},
/**
* Rotate this Quaternion on the Z axis.
*
* @method Phaser.Math.Quaternion#rotateZ
* @since 3.0.0
*
* @param {number} rad - The rotation angle in radians.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
rotateZ: function (rad)
{
rad *= 0.5;
var ax = this.x;
var ay = this.y;
var az = this.z;
var aw = this.w;
var bz = Math.sin(rad);
var bw = Math.cos(rad);
this.x = ax * bw + ay * bz;
this.y = ay * bw - ax * bz;
this.z = az * bw + aw * bz;
this.w = aw * bw - az * bz;
return this;
},
/**
* Create a unit (or rotation) Quaternion from its x, y, and z components.
*
* Sets the w component.
*
* @method Phaser.Math.Quaternion#calculateW
* @since 3.0.0
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
calculateW: function ()
{
var x = this.x;
var y = this.y;
var z = this.z;
this.w = -Math.sqrt(1.0 - x * x - y * y - z * z);
return this;
},
/**
* Convert the given Matrix into this Quaternion.
*
* @method Phaser.Math.Quaternion#fromMat3
* @since 3.0.0
*
* @param {Phaser.Math.Matrix3} mat - The Matrix to convert from.
*
* @return {Phaser.Math.Quaternion} This Quaternion.
*/
fromMat3: function (mat)
{
// benchmarks:
// http://jsperf.com/typed-array-access-speed
// http://jsperf.com/conversion-of-3x3-matrix-to-quaternion
// Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
// article "Quaternion Calculus and Fast Animation".
var m = mat.val;
var fTrace = m[0] + m[4] + m[8];
var fRoot;
if (fTrace > 0)
{
// |w| > 1/2, may as well choose w > 1/2
fRoot = Math.sqrt(fTrace + 1.0); // 2w
this.w = 0.5 * fRoot;
fRoot = 0.5 / fRoot; // 1/(4w)
this.x = (m[7] - m[5]) * fRoot;
this.y = (m[2] - m[6]) * fRoot;
this.z = (m[3] - m[1]) * fRoot;
}
else
{
// |w| <= 1/2
var i = 0;
if (m[4] > m[0])
{
i = 1;
}
if (m[8] > m[i * 3 + i])
{
i = 2;
}
var j = siNext[i];
var k = siNext[j];
// This isn't quite as clean without array access
fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1);
tmp[i] = 0.5 * fRoot;
fRoot = 0.5 / fRoot;
tmp[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot;
tmp[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot;
this.x = tmp[0];
this.y = tmp[1];
this.z = tmp[2];
this.w = (m[k * 3 + j] - m[j * 3 + k]) * fRoot;
}
return this;
}
});
module.exports = Quaternion;
/***/ }),
/* 66 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Vector3 = __webpack_require__(2);
var Matrix4 = __webpack_require__(14);
var Quaternion = __webpack_require__(65);
var tmpMat4 = new Matrix4();
var tmpQuat = new Quaternion();
var tmpVec3 = new Vector3();
/**
* Rotates a vector in place by axis angle.
*
* This is the same as transforming a point by an
* axis-angle quaternion, but it has higher precision.
*
* @function Phaser.Math.RotateVec3
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} vec - The vector to be rotated.
* @param {Phaser.Math.Vector3} axis - The axis to rotate around.
* @param {number} radians - The angle of rotation in radians.
*
* @return {Phaser.Math.Vector3} The given vector.
*/
var RotateVec3 = function (vec, axis, radians)
{
// Set the quaternion to our axis angle
tmpQuat.setAxisAngle(axis, radians);
// Create a rotation matrix from the axis angle
tmpMat4.fromRotationTranslation(tmpQuat, tmpVec3.set(0, 0, 0));
// Multiply our vector by the rotation matrix
return vec.transformMat4(tmpMat4);
};
module.exports = RotateVec3;
/***/ }),
/* 67 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Compute a random four-dimensional vector.
*
* @function Phaser.Math.RandomXYZW
* @since 3.0.0
*
* @param {Phaser.Math.Vector4} vec4 - The Vector to compute random values for.
* @param {number} [scale=1] - The scale of the random values.
*
* @return {Phaser.Math.Vector4} The given Vector.
*/
var RandomXYZW = function (vec4, scale)
{
if (scale === undefined) { scale = 1; }
// TODO: Not spherical; should fix this for more uniform distribution
vec4.x = (Math.random() * 2 - 1) * scale;
vec4.y = (Math.random() * 2 - 1) * scale;
vec4.z = (Math.random() * 2 - 1) * scale;
vec4.w = (Math.random() * 2 - 1) * scale;
return vec4;
};
module.exports = RandomXYZW;
/***/ }),
/* 68 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Compute a random position vector in a spherical area, optionally defined by the given radius.
*
* @function Phaser.Math.RandomXYZ
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} vec3 - The Vector to compute random values for.
* @param {number} [radius=1] - The radius.
*
* @return {Phaser.Math.Vector3} The given Vector.
*/
var RandomXYZ = function (vec3, radius)
{
if (radius === undefined) { radius = 1; }
var r = Math.random() * 2 * Math.PI;
var z = (Math.random() * 2) - 1;
var zScale = Math.sqrt(1 - z * z) * radius;
vec3.x = Math.cos(r) * zScale;
vec3.y = Math.sin(r) * zScale;
vec3.z = z * radius;
return vec3;
};
module.exports = RandomXYZ;
/***/ }),
/* 69 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Camera = __webpack_require__(15);
var Class = __webpack_require__(0);
var Vector3 = __webpack_require__(2);
// Local cache vars
var tmpVec3 = new Vector3();
/**
* @classdesc
* [description]
*
* @class OrthographicCamera
* @extends Phaser.Cameras.Sprite3D.Camera
* @memberOf Phaser.Cameras.Sprite3D
* @constructor
* @since 3.0.0
*
* @param {Phaser.Scene} scene - [description]
* @param {integer} [viewportWidth=0] - [description]
* @param {integer} [viewportHeight=0] - [description]
*/
var OrthographicCamera = new Class({
Extends: Camera,
initialize:
function OrthographicCamera (scene, viewportWidth, viewportHeight)
{
if (viewportWidth === undefined) { viewportWidth = 0; }
if (viewportHeight === undefined) { viewportHeight = 0; }
Camera.call(this, scene);
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D.OrthographicCamera#viewportWidth
* @type {integer}
* @since 3.0.0
*/
this.viewportWidth = viewportWidth;
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D.OrthographicCamera#viewportHeight
* @type {integer}
* @since 3.0.0
*/
this.viewportHeight = viewportHeight;
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D.OrthographicCamera#_zoom
* @type {number}
* @private
* @since 3.0.0
*/
this._zoom = 1.0;
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D.OrthographicCamera#near
* @type {number}
* @default 0
* @since 3.0.0
*/
this.near = 0;
this.update();
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.OrthographicCamera#setToOrtho
* @since 3.0.0
*
* @param {number} yDown - [description]
* @param {number} [viewportWidth] - [description]
* @param {number} [viewportHeight] - [description]
*
* @return {Phaser.Cameras.Sprite3D.OrthographicCamera} [description]
*/
setToOrtho: function (yDown, viewportWidth, viewportHeight)
{
if (viewportWidth === undefined) { viewportWidth = this.viewportWidth; }
if (viewportHeight === undefined) { viewportHeight = this.viewportHeight; }
var zoom = this.zoom;
this.up.set(0, (yDown) ? -1 : 1, 0);
this.direction.set(0, 0, (yDown) ? 1 : -1);
this.position.set(zoom * viewportWidth / 2, zoom * viewportHeight / 2, 0);
this.viewportWidth = viewportWidth;
this.viewportHeight = viewportHeight;
return this.update();
},
/**
* [description]
*
* @method Phaser.Cameras.Sprite3D.OrthographicCamera#update
* @since 3.0.0
*
* @return {Phaser.Cameras.Sprite3D.OrthographicCamera} [description]
*/
update: function ()
{
var w = this.viewportWidth;
var h = this.viewportHeight;
var near = Math.abs(this.near);
var far = Math.abs(this.far);
var zoom = this.zoom;
if (w === 0 || h === 0)
{
// What to do here... hmm?
return this;
}
this.projection.ortho(
zoom * -w / 2, zoom * w / 2,
zoom * -h / 2, zoom * h / 2,
near,
far
);
// Build the view matrix
tmpVec3.copy(this.position).add(this.direction);
this.view.lookAt(this.position, tmpVec3, this.up);
// Projection * view matrix
this.combined.copy(this.projection).multiply(this.view);
// Invert combined matrix, used for unproject
this.invProjectionView.copy(this.combined).invert();
this.billboardMatrixDirty = true;
this.updateChildren();
return this;
},
/**
* [description]
*
* @name Phaser.Cameras.Sprite3D.OrthographicCamera#zoom
* @type {number}
* @since 3.0.0
*/
zoom: {
get: function ()
{
return this._zoom;
},
set: function (value)
{
this._zoom = value;
this.update();
}
}
});
module.exports = OrthographicCamera;
/***/ }),
/* 70 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var GetAdvancedValue = __webpack_require__(4);
/**
* Adds an Animation component to a Sprite and populates it based on the given config.
*
* @function Phaser.GameObjects.BuildGameObjectAnimation
* @since 3.0.0
*
* @param {Phaser.GameObjects.Sprite} sprite - The sprite to add an Animation component to.
* @param {object} config - The animation config.
*
* @return {Phaser.GameObjects.Sprite} The updated Sprite.
*/
var BuildGameObjectAnimation = function (sprite, config)
{
var animConfig = GetAdvancedValue(config, 'anims', null);
if (animConfig === null)
{
return sprite;
}
if (typeof animConfig === 'string')
{
// { anims: 'key' }
sprite.anims.play(animConfig);
}
else if (typeof animConfig === 'object')
{
// { anims: {
// key: string
// startFrame: [string|integer]
// delay: [float]
// repeat: [integer]
// repeatDelay: [float]
// yoyo: [boolean]
// play: [boolean]
// delayedPlay: [boolean]
// }
// }
var anims = sprite.anims;
var key = GetAdvancedValue(animConfig, 'key', undefined);
var startFrame = GetAdvancedValue(animConfig, 'startFrame', undefined);
var delay = GetAdvancedValue(animConfig, 'delay', 0);
var repeat = GetAdvancedValue(animConfig, 'repeat', 0);
var repeatDelay = GetAdvancedValue(animConfig, 'repeatDelay', 0);
var yoyo = GetAdvancedValue(animConfig, 'yoyo', false);
var play = GetAdvancedValue(animConfig, 'play', false);
var delayedPlay = GetAdvancedValue(animConfig, 'delayedPlay', 0);
anims.setDelay(delay);
anims.setRepeat(repeat);
anims.setRepeatDelay(repeatDelay);
anims.setYoyo(yoyo);
if (play)
{
anims.play(key, startFrame);
}
else if (delayedPlay > 0)
{
anims.delayedPlay(delayedPlay, key, startFrame);
}
else
{
anims.load(key);
}
}
return sprite;
};
module.exports = BuildGameObjectAnimation;
/***/ }),
/* 71 */
/***/ (function(module, exports) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
// Source object
// The key as a string, or an array of keys, i.e. 'banner', or 'banner.hideBanner'
// The default value to use if the key doesn't exist
/**
* [description]
*
* @function Phaser.Utils.Objects.GetValue
* @since 3.0.0
*
* @param {object} source - [description]
* @param {string} key - [description]
* @param {*} defaultValue - [description]
*
* @return {*} [description]
*/
var GetValue = function (source, key, defaultValue)
{
if (!source || typeof source === 'number')
{
return defaultValue;
}
else if (source.hasOwnProperty(key))
{
return source[key];
}
else if (key.indexOf('.'))
{
var keys = key.split('.');
var parent = source;
var value = defaultValue;
// Use for loop here so we can break early
for (var i = 0; i < keys.length; i++)
{
if (parent.hasOwnProperty(keys[i]))
{
// Yes it has a key property, let's carry on down
value = parent[keys[i]];
parent = parent[keys[i]];
}
else
{
// Can't go any further, so reset to default
value = defaultValue;
break;
}
}
return value;
}
else
{
return defaultValue;
}
};
module.exports = GetValue;
/***/ }),
/* 72 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = __webpack_require__(0);
/**
* @classdesc
* A seeded Random Data Generator.
*
* Access via `Phaser.Math.RND` which is an instance of this class pre-defined
* by Phaser. Or, create your own instance to use as you require.
*
* The `Math.RND` generator is seeded by the Game Config property value `seed`.
* If no such config property exists, a random number is used.
*
* If you create your own instance of this class you should provide a seed for it.
* If no seed is given it will use a 'random' one based on Date.now.
*
* @class RandomDataGenerator
* @memberOf Phaser.Math
* @constructor
* @since 3.0.0
*
* @param {(string|string[])} [seeds] - The seeds to use for the random number generator.
*/
var RandomDataGenerator = new Class({
initialize:
function RandomDataGenerator (seeds)
{
if (seeds === undefined) { seeds = [ (Date.now() * Math.random()).toString() ]; }
/**
* Internal var.
*
* @name Phaser.Math.RandomDataGenerator#c
* @type {number}
* @default 1
* @private
* @since 3.0.0
*/
this.c = 1;
/**
* Internal var.
*
* @name Phaser.Math.RandomDataGenerator#s0
* @type {number}
* @default 0
* @private
* @since 3.0.0
*/
this.s0 = 0;
/**
* Internal var.
*
* @name Phaser.Math.RandomDataGenerator#s1
* @type {number}
* @default 0
* @private
* @since 3.0.0
*/
this.s1 = 0;
/**
* Internal var.
*
* @name Phaser.Math.RandomDataGenerator#s2
* @type {number}
* @default 0
* @private
* @since 3.0.0
*/
this.s2 = 0;
/**
* Internal var.
*
* @name Phaser.Math.RandomDataGenerator#n
* @type {number}
* @default 0
* @private
* @since 3.2.0
*/
this.n = 0;
/**
* Signs to choose from.
*
* @name Phaser.Math.RandomDataGenerator#signs
* @type {number[]}
* @since 3.0.0
*/
this.signs = [ -1, 1 ];
if (seeds)
{
this.init(seeds);
}
},
/**
* Private random helper.
*
* @method Phaser.Math.RandomDataGenerator#rnd
* @since 3.0.0
* @private
*
* @return {number} A random number.
*/
rnd: function ()
{
var t = 2091639 * this.s0 + this.c * 2.3283064365386963e-10; // 2^-32
this.c = t | 0;
this.s0 = this.s1;
this.s1 = this.s2;
this.s2 = t - this.c;
return this.s2;
},
/**
* Internal method that creates a seed hash.
*
* @method Phaser.Math.RandomDataGenerator#hash
* @since 3.0.0
* @private
*
* @param {string} data - The value to hash.
*
* @return {number} The hashed value.
*/
hash: function (data)
{
var h;
var n = this.n;
data = data.toString();
for (var i = 0; i < data.length; i++)
{
n += data.charCodeAt(i);
h = 0.02519603282416938 * n;
n = h >>> 0;
h -= n;
h *= n;
n = h >>> 0;
h -= n;
n += h * 0x100000000;// 2^32
}
this.n = n;
return (n >>> 0) * 2.3283064365386963e-10;// 2^-32
},
/**
* Initialize the state of the random data generator.
*
* @method Phaser.Math.RandomDataGenerator#init
* @since 3.0.0
*
* @param {(string|string[])} seeds - The seeds to initialize the random data generator with.
*/
init: function (seeds)
{
if (typeof seeds === 'string')
{
this.state(seeds);
}
else
{
this.sow(seeds);
}
},
/**
* Reset the seed of the random data generator.
*
* _Note_: the seed array is only processed up to the first `undefined` (or `null`) value, should such be present.
*
* @method Phaser.Math.RandomDataGenerator#sow
* @since 3.0.0
*
* @param {string[]} seeds - The array of seeds: the `toString()` of each value is used.
*/
sow: function (seeds)
{
// Always reset to default seed
this.n = 0xefc8249d;
this.s0 = this.hash(' ');
this.s1 = this.hash(' ');
this.s2 = this.hash(' ');
this.c = 1;
if (!seeds)
{
return;
}
// Apply any seeds
for (var i = 0; i < seeds.length && (seeds[i] != null); i++)
{
var seed = seeds[i];
this.s0 -= this.hash(seed);
this.s0 += ~~(this.s0 < 0);
this.s1 -= this.hash(seed);
this.s1 += ~~(this.s1 < 0);
this.s2 -= this.hash(seed);
this.s2 += ~~(this.s2 < 0);
}
},
/**
* Returns a random integer between 0 and 2^32.
*
* @method Phaser.Math.RandomDataGenerator#integer
* @since 3.0.0
*
* @return {number} A random integer between 0 and 2^32.
*/
integer: function ()
{
// 2^32
return this.rnd() * 0x100000000;
},
/**
* Returns a random real number between 0 and 1.
*
* @method Phaser.Math.RandomDataGenerator#frac
* @since 3.0.0
*
* @return {number} A random real number between 0 and 1.
*/
frac: function ()
{
// 2^-53
return this.rnd() + (this.rnd() * 0x200000 | 0) * 1.1102230246251565e-16;
},
/**
* Returns a random real number between 0 and 2^32.
*
* @method Phaser.Math.RandomDataGenerator#real
* @since 3.0.0
*
* @return {number} A random real number between 0 and 2^32.
*/
real: function ()
{
return this.integer() + this.frac();
},
/**
* Returns a random integer between and including min and max.
*
* @method Phaser.Math.RandomDataGenerator#integerInRange
* @since 3.0.0
*
* @param {number} min - The minimum value in the range.
* @param {number} max - The maximum value in the range.
*
* @return {number} A random number between min and max.
*/
integerInRange: function (min, max)
{
return Math.floor(this.realInRange(0, max - min + 1) + min);
},
/**
* Returns a random integer between and including min and max.
* This method is an alias for RandomDataGenerator.integerInRange.
*
* @method Phaser.Math.RandomDataGenerator#between
* @since 3.0.0
*
* @param {number} min - The minimum value in the range.
* @param {number} max - The maximum value in the range.
*
* @return {number} A random number between min and max.
*/
between: function (min, max)
{
return Math.floor(this.realInRange(0, max - min + 1) + min);
},
/**
* Returns a random real number between min and max.
*
* @method Phaser.Math.RandomDataGenerator#realInRange
* @since 3.0.0
*
* @param {number} min - The minimum value in the range.
* @param {number} max - The maximum value in the range.
*
* @return {number} A random number between min and max.
*/
realInRange: function (min, max)
{
return this.frac() * (max - min) + min;
},
/**
* Returns a random real number between -1 and 1.
*
* @method Phaser.Math.RandomDataGenerator#normal
* @since 3.0.0
*
* @return {number} A random real number between -1 and 1.
*/
normal: function ()
{
return 1 - (2 * this.frac());
},
/**
* Returns a valid RFC4122 version4 ID hex string from https://gist.github.com/1308368
*
* @method Phaser.Math.RandomDataGenerator#uuid
* @since 3.0.0
*
* @return {string} A valid RFC4122 version4 ID hex string
*/
uuid: function ()
{
var a = '';
var b = '';
for (b = a = ''; a++ < 36; b += ~a % 5 | a * 3 & 4 ? (a ^ 15 ? 8 ^ this.frac() * (a ^ 20 ? 16 : 4) : 4).toString(16) : '-')
{
// eslint-disable-next-line no-empty
}
return b;
},
/**
* Returns a random element from within the given array.
*
* @method Phaser.Math.RandomDataGenerator#pick
* @since 3.0.0
*
* @param {array} array - The array to pick a random element from.
*
* @return {*} A random member of the array.
*/
pick: function (array)
{
return array[this.integerInRange(0, array.length - 1)];
},
/**
* Returns a sign to be used with multiplication operator.
*
* @method Phaser.Math.RandomDataGenerator#sign
* @since 3.0.0
*
* @return {number} -1 or +1.
*/
sign: function ()
{
return this.pick(this.signs);
},
/**
* Returns a random element from within the given array, favoring the earlier entries.
*
* @method Phaser.Math.RandomDataGenerator#weightedPick
* @since 3.0.0
*
* @param {array} array - The array to pick a random element from.
*
* @return {*} A random member of the array.
*/
weightedPick: function (array)
{
return array[~~(Math.pow(this.frac(), 2) * (array.length - 1) + 0.5)];
},
/**
* Returns a random timestamp between min and max, or between the beginning of 2000 and the end of 2020 if min and max aren't specified.
*
* @method Phaser.Math.RandomDataGenerator#timestamp
* @since 3.0.0
*
* @param {number} min - The minimum value in the range.
* @param {number} max - The maximum value in the range.
*
* @return {number} A random timestamp between min and max.
*/
timestamp: function (min, max)
{
return this.realInRange(min || 946684800000, max || 1577862000000);
},
/**
* Returns a random angle between -180 and 180.
*
* @method Phaser.Math.RandomDataGenerator#angle
* @since 3.0.0
*
* @return {number} A random number between -180 and 180.
*/
angle: function ()
{
return this.integerInRange(-180, 180);
},
/**
* Returns a random rotation in radians, between -3.141 and 3.141
*
* @method Phaser.Math.RandomDataGenerator#rotation
* @since 3.0.0
*
* @return {number} A random number between -3.141 and 3.141
*/
rotation: function ()
{
return this.realInRange(-3.1415926, 3.1415926);
},
/**
* Gets or Sets the state of the generator. This allows you to retain the values
* that the generator is using between games, i.e. in a game save file.
*
* To seed this generator with a previously saved state you can pass it as the
* `seed` value in your game config, or call this method directly after Phaser has booted.
*
* Call this method with no parameters to return the current state.
*
* If providing a state it should match the same format that this method
* returns, which is a string with a header `!rnd` followed by the `c`,
* `s0`, `s1` and `s2` values respectively, each comma-delimited.
*
* @method Phaser.Math.RandomDataGenerator#state
* @since 3.0.0
*
* @param {string} [state] - Generator state to be set.
*
* @return {string} The current state of the generator.
*/
state: function (state)
{
if (typeof state === 'string' && state.match(/^!rnd/))
{
state = state.split(',');
this.c = parseFloat(state[1]);
this.s0 = parseFloat(state[2]);
this.s1 = parseFloat(state[3]);
this.s2 = parseFloat(state[4]);
}
return [ '!rnd', this.c, this.s0, this.s1, this.s2 ].join(',');
},
/**
* Shuffles the given array, using the current seed.
*
* @method Phaser.Math.RandomDataGenerator#shuffle
* @since 3.7.0
*
* @param {array} [array] - The array to be shuffled.
*
* @return {array} The shuffled array.
*/
shuffle: function (array)
{
var len = array.length - 1;
for (var i = len; i > 0; i--)
{
var randomIndex = Math.floor(this.frac() * (len + 1));
var itemAtIndex = array[randomIndex];
array[randomIndex] = array[i];
array[i] = itemAtIndex;
}
return array;
}
});
module.exports = RandomDataGenerator;
/***/ }),
/* 73 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var BlendModes = __webpack_require__(18);
var GetAdvancedValue = __webpack_require__(4);
var ScaleModes = __webpack_require__(16);
/**
* @typedef {object} GameObjectConfig
*
* @property {number} [x=0] - The x position of the Game Object.
* @property {number} [y=0] - The y position of the Game Object.
* @property {number} [depth=0] - The depth of the GameObject.
* @property {boolean} [flipX=false] - The horizontally flipped state of the Game Object.
* @property {boolean} [flipY=false] - The vertically flipped state of the Game Object.
* @property {?(number|object)} [scale=null] - The scale of the GameObject.
* @property {?(number|object)} [scrollFactor=null] - The scroll factor of the GameObject.
* @property {number} [rotation=0] - The rotation angle of the Game Object, in radians.
* @property {?number} [angle=null] - The rotation angle of the Game Object, in degrees.
* @property {number} [alpha=1] - The alpha (opacity) of the Game Object.
* @property {?(number|object)} [origin=null] - The origin of the Game Object.
* @property {number} [scaleMode=ScaleModes.DEFAULT] - The scale mode of the GameObject.
* @property {number} [blendMode=BlendModes.DEFAULT] - The blend mode of the GameObject.
* @property {boolean} [visible=true] - The visible state of the Game Object.
* @property {boolean} [add=true] - Add the GameObject to the scene.
*/
/**
* Builds a Game Object using the provided configuration object.
*
* @function Phaser.GameObjects.BuildGameObject
* @since 3.0.0
*
* @param {Phaser.Scene} scene - A reference to the Scene.
* @param {Phaser.GameObjects.GameObject} gameObject - The initial GameObject.
* @param {GameObjectConfig} config - The config to build the GameObject with.
*
* @return {Phaser.GameObjects.GameObject} The built Game Object.
*/
var BuildGameObject = function (scene, gameObject, config)
{
// Position
gameObject.x = GetAdvancedValue(config, 'x', 0);
gameObject.y = GetAdvancedValue(config, 'y', 0);
gameObject.depth = GetAdvancedValue(config, 'depth', 0);
// Flip
gameObject.flipX = GetAdvancedValue(config, 'flipX', false);
gameObject.flipY = GetAdvancedValue(config, 'flipY', false);
// Scale
// Either: { scale: 2 } or { scale: { x: 2, y: 2 }}
var scale = GetAdvancedValue(config, 'scale', null);
if (typeof scale === 'number')
{
gameObject.setScale(scale);
}
else if (scale !== null)
{
gameObject.scaleX = GetAdvancedValue(scale, 'x', 1);
gameObject.scaleY = GetAdvancedValue(scale, 'y', 1);
}
// ScrollFactor
// Either: { scrollFactor: 2 } or { scrollFactor: { x: 2, y: 2 }}
var scrollFactor = GetAdvancedValue(config, 'scrollFactor', null);
if (typeof scrollFactor === 'number')
{
gameObject.setScrollFactor(scrollFactor);
}
else if (scrollFactor !== null)
{
gameObject.scrollFactorX = GetAdvancedValue(scrollFactor, 'x', 1);
gameObject.scrollFactorY = GetAdvancedValue(scrollFactor, 'y', 1);
}
// Rotation
gameObject.rotation = GetAdvancedValue(config, 'rotation', 0);
var angle = GetAdvancedValue(config, 'angle', null);
if (angle !== null)
{
gameObject.angle = angle;
}
// Alpha
gameObject.alpha = GetAdvancedValue(config, 'alpha', 1);
// Origin
// Either: { origin: 0.5 } or { origin: { x: 0.5, y: 0.5 }}
var origin = GetAdvancedValue(config, 'origin', null);
if (typeof origin === 'number')
{
gameObject.setOrigin(origin);
}
else if (origin !== null)
{
var ox = GetAdvancedValue(origin, 'x', 0.5);
var oy = GetAdvancedValue(origin, 'y', 0.5);
gameObject.setOrigin(ox, oy);
}
// ScaleMode
gameObject.scaleMode = GetAdvancedValue(config, 'scaleMode', ScaleModes.DEFAULT);
// BlendMode
gameObject.blendMode = GetAdvancedValue(config, 'blendMode', BlendModes.NORMAL);
// Visible
gameObject.visible = GetAdvancedValue(config, 'visible', true);
// Add to Scene
var add = GetAdvancedValue(config, 'add', true);
if (add)
{
scene.sys.displayList.add(gameObject);
}
if (gameObject.preUpdate)
{
scene.sys.updateList.add(gameObject);
}
return gameObject;
};
module.exports = BuildGameObject;
/***/ }),
/* 74 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var BuildGameObject = __webpack_require__(73);
var BuildGameObjectAnimation = __webpack_require__(70);
var Class = __webpack_require__(0);
var GetAdvancedValue = __webpack_require__(4);
var OrthographicCamera = __webpack_require__(69);
var PerspectiveCamera = __webpack_require__(21);
var ScenePlugin = __webpack_require__(20);
var Sprite3D = __webpack_require__(13);
/**
* @classdesc
* The Camera 3D Plugin adds a new Camera type to Phaser that allows for movement and rendering
* in 3D space. It displays a special type of Sprite called a Sprite3D that is a billboard sprite,
* with a z-axis allowing for perspective depth.
*
* This is an external plugin which you can include in your game by preloading it:
*
* ```javascript
* this.load.scenePlugin({
* key: 'Camera3DPlugin',
* url: 'plugins/camera3d.min.js',
* sceneKey: 'cameras3d'
* });
* ```
*
* Once loaded you can create a 3D Camera using the `camera3d` property of a Scene:
*
* `var camera = this.cameras3d.add(85).setZ(500).setPixelScale(128);`
*
* See the examples for more information.
*
* @class Camera3DPlugin
* @constructor
*
* @param {Phaser.Scene} scene - The Scene to which this plugin is being installed.
* @param {Phaser.Plugins.PluginManager} pluginManager - A reference to the Phaser Plugin Manager.
*/
var Camera3DPlugin = new Class({
Extends: ScenePlugin,
initialize:
function Camera3DPlugin (scene, pluginManager)
{
ScenePlugin.call(this, scene, pluginManager);
/**
* An Array of the Camera objects being managed by this Camera Manager.
*
* @name Camera3DPlugin#cameras
* @type {Phaser.Cameras.Sprite3D.Camera[]}
* @since 3.0.0
*/
this.cameras = [];
// Register the Sprite3D Game Object
pluginManager.registerGameObject('sprite3D', this.sprite3DFactory, this.sprite3DCreator);
},
/**
* Creates a new Sprite3D Game Object and adds it to the Scene.
*
* @method Phaser.GameObjects.GameObjectFactory#sprite3D
* @since 3.0.0
*
* @param {number} x - The horizontal position of this Game Object.
* @param {number} y - The vertical position of this Game Object.
* @param {number} z - The z position of this Game Object.
* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
*
* @return {Phaser.GameObjects.Sprite3D} The Game Object that was created.
*/
sprite3DFactory: function (x, y, z, key, frame)
{
var sprite = new Sprite3D(this.scene, x, y, z, key, frame);
this.displayList.add(sprite.gameObject);
this.updateList.add(sprite.gameObject);
return sprite;
},
/**
* Creates a new Sprite3D Game Object and returns it.
*
* @method Phaser.GameObjects.GameObjectCreator#sprite3D
* @since 3.0.0
*
* @param {object} config - The configuration object this Game Object will use to create itself.
* @param {boolean} [addToScene] - Add this Game Object to the Scene after creating it? If set this argument overrides the `add` property in the config object.
*
* @return {Phaser.GameObjects.Sprite3D} The Game Object that was created.
*/
sprite3DCreator: function (config, addToScene)
{
if (config === undefined) { config = {}; }
var key = GetAdvancedValue(config, 'key', null);
var frame = GetAdvancedValue(config, 'frame', null);
var sprite = new Sprite3D(this.scene, 0, 0, key, frame);
if (addToScene !== undefined)
{
config.add = addToScene;
}
BuildGameObject(this.scene, sprite, config);
// Sprite specific config options:
BuildGameObjectAnimation(sprite, config);
return sprite;
},
/**
* This method is called automatically, only once, when the Scene is first created.
* Do not invoke it directly.
*
* @method Phaser.Cameras.Scene3D.CameraManager#boot
* @private
* @since 3.5.1
*/
boot: function ()
{
this.systems.events.once('destroy', this.destroy, this);
},
/**
* This method is called automatically by the Scene when it is starting up.
* It is responsible for creating local systems, properties and listening for Scene events.
* Do not invoke it directly.
*
* @method Camera3DPlugin#start
* @private
* @since 3.5.0
*/
start: function ()
{
var eventEmitter = this.systems.events;
eventEmitter.on('update', this.update, this);
eventEmitter.once('shutdown', this.shutdown, this);
},
/**
* [description]
*
* @method Camera3DPlugin#add
* @since 3.0.0
*
* @param {number} [fieldOfView=80] - [description]
* @param {number} [width] - [description]
* @param {number} [height] - [description]
*
* @return {Phaser.Cameras.Sprite3D.PerspectiveCamera} [description]
*/
add: function (fieldOfView, width, height)
{
return this.addPerspectiveCamera(fieldOfView, width, height);
},
/**
* [description]
*
* @method Camera3DPlugin#addOrthographicCamera
* @since 3.0.0
*
* @param {number} width - [description]
* @param {number} height - [description]
*
* @return {Phaser.Cameras.Sprite3D.OrthographicCamera} [description]
*/
addOrthographicCamera: function (width, height)
{
var config = this.scene.sys.game.config;
if (width === undefined) { width = config.width; }
if (height === undefined) { height = config.height; }
var camera = new OrthographicCamera(this.scene, width, height);
this.cameras.push(camera);
return camera;
},
/**
* [description]
*
* @method Camera3DPlugin#addPerspectiveCamera
* @since 3.0.0
*
* @param {number} [fieldOfView=80] - [description]
* @param {number} [width] - [description]
* @param {number} [height] - [description]
*
* @return {Phaser.Cameras.Sprite3D.PerspectiveCamera} [description]
*/
addPerspectiveCamera: function (fieldOfView, width, height)
{
var config = this.scene.sys.game.config;
if (fieldOfView === undefined) { fieldOfView = 80; }
if (width === undefined) { width = config.width; }
if (height === undefined) { height = config.height; }
var camera = new PerspectiveCamera(this.scene, fieldOfView, width, height);
this.cameras.push(camera);
return camera;
},
/**
* [description]
*
* @method Camera3DPlugin#getCamera
* @since 3.0.0
*
* @param {string} name - [description]
*
* @return {(Phaser.Cameras.Sprite3D.OrthographicCamera|Phaser.Cameras.Sprite3D.PerspectiveCamera)} [description]
*/
getCamera: function (name)
{
for (var i = 0; i < this.cameras.length; i++)
{
if (this.cameras[i].name === name)
{
return this.cameras[i];
}
}
return null;
},
/**
* [description]
*
* @method Camera3DPlugin#removeCamera
* @since 3.0.0
*
* @param {(Phaser.Cameras.Sprite3D.OrthographicCamera|Phaser.Cameras.Sprite3D.PerspectiveCamera)} camera - [description]
*/
removeCamera: function (camera)
{
var cameraIndex = this.cameras.indexOf(camera);
if (cameraIndex !== -1)
{
this.cameras.splice(cameraIndex, 1);
}
},
/**
* [description]
*
* @method Camera3DPlugin#removeAll
* @since 3.0.0
*
* @return {(Phaser.Cameras.Sprite3D.OrthographicCamera|Phaser.Cameras.Sprite3D.PerspectiveCamera)} [description]
*/
removeAll: function ()
{
while (this.cameras.length > 0)
{
var camera = this.cameras.pop();
camera.destroy();
}
return this.main;
},
/**
* [description]
*
* @method Camera3DPlugin#update
* @since 3.0.0
*
* @param {number} timestep - [description]
* @param {number} delta - [description]
*/
update: function (timestep, delta)
{
for (var i = 0, l = this.cameras.length; i < l; ++i)
{
this.cameras[i].update(timestep, delta);
}
},
/**
* The Scene that owns this plugin is shutting down.
* We need to kill and reset all internal properties as well as stop listening to Scene events.
*
* @method Camera3DPlugin#shutdown
* @private
* @since 3.0.0
*/
shutdown: function ()
{
var eventEmitter = this.systems.events;
eventEmitter.off('update', this.update, this);
eventEmitter.off('shutdown', this.shutdown, this);
this.removeAll();
},
/**
* The Scene that owns this plugin is being destroyed.
* We need to shutdown and then kill off all external references.
*
* @method Camera3DPlugin#destroy
* @private
* @since 3.0.0
*/
destroy: function ()
{
this.shutdown();
this.pluginManager = null;
this.game = null;
this.scene = null;
this.systems = null;
}
});
module.exports = Camera3DPlugin;
/***/ })
/******/ ]);