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2014-02-05 06:29:17 +00:00
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
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2016-08-26 00:18:47 +00:00
<li class="class-depth-2">
<a href="global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath.">Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.</a>
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2015-07-22 14:31:30 +00:00
<a href="global.html#ROPE">ROPE</a>
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2015-07-22 14:31:30 +00:00
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<a href="global.html#scaleModes">scaleModes</a>
2014-11-15 20:01:46 +00:00
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<a href="global.html#SPRITE">SPRITE</a>
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<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
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2016-08-26 00:18:47 +00:00
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<a href="global.html#stopImmediatePropagation">stopImmediatePropagation</a>
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<a href="global.html#stopPropagation">stopPropagation</a>
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2015-07-22 14:31:30 +00:00
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2016-06-17 00:11:24 +00:00
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2015-07-22 14:31:30 +00:00
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<a href="global.html#UP">UP</a>
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2015-07-22 14:31:30 +00:00
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
2014-11-25 00:23:44 +00:00
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2013-10-25 15:54:40 +00:00
<div class="span12">
<div id="main">
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<h1 class="page-title">Source: src/pixi/display/Sprite.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
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* @author Mat Groves http://matgroves.com/ @Doormat23
*/
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/**
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* The Sprite object is the base for all textured objects that are rendered to the screen
*
* @class Sprite
* @extends DisplayObjectContainer
* @constructor
* @param texture {Texture} The texture for this sprite
*/
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PIXI.Sprite = function (texture) {
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PIXI.DisplayObjectContainer.call(this);
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/**
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* The anchor sets the origin point of the texture.
* The default is 0,0 this means the texture's origin is the top left
* Setting than anchor to 0.5,0.5 means the textures origin is centered
* Setting the anchor to 1,1 would mean the textures origin points will be the bottom right corner
*
* @property anchor
* @type Point
*/
this.anchor = new PIXI.Point();
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/**
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* The texture that the sprite is using
*
* @property texture
* @type Texture
*/
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this.texture = texture || PIXI.Texture.emptyTexture;
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/**
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* The width of the sprite (this is initially set by the texture)
*
* @property _width
* @type Number
* @private
*/
this._width = 0;
/**
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* The height of the sprite (this is initially set by the texture)
*
* @property _height
* @type Number
* @private
*/
this._height = 0;
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/**
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* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @property tint
* @type Number
* @default 0xFFFFFF
*/
this.tint = 0xFFFFFF;
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/**
* The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect.
*
* @property cachedTint
* @private
* @type Number
* @default -1
*/
this.cachedTint = -1;
/**
* A canvas that contains the tinted version of the Sprite (in Canvas mode, WebGL doesn't populate this)
*
* @property tintedTexture
* @type Canvas
* @default null
*/
this.tintedTexture = null;
/**
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* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
*
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* Warning: You cannot have a blend mode and a filter active on the same Sprite. Doing so will render the sprite invisible.
*
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* @property blendMode
* @type Number
* @default PIXI.blendModes.NORMAL;
*/
this.blendMode = PIXI.blendModes.NORMAL;
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/**
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* The shader that will be used to render this Sprite.
* Set to null to remove a current shader.
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*
* @property shader
* @type AbstractFilter
* @default null
*/
this.shader = null;
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/**
* Controls if this Sprite is processed by the core Phaser game loops and Group loops.
*
* @property exists
* @type Boolean
* @default true
*/
this.exists = true;
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if (this.texture.baseTexture.hasLoaded)
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{
this.onTextureUpdate();
}
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this.renderable = true;
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};
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// constructor
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PIXI.Sprite.prototype = Object.create(PIXI.DisplayObjectContainer.prototype);
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PIXI.Sprite.prototype.constructor = PIXI.Sprite;
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/**
* The width of the sprite, setting this will actually modify the scale to achieve the value set
*
* @property width
* @type Number
*/
Object.defineProperty(PIXI.Sprite.prototype, 'width', {
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get: function() {
return this.scale.x * this.texture.frame.width;
},
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set: function(value) {
this.scale.x = value / this.texture.frame.width;
this._width = value;
}
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});
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/**
* The height of the sprite, setting this will actually modify the scale to achieve the value set
*
* @property height
* @type Number
*/
Object.defineProperty(PIXI.Sprite.prototype, 'height', {
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get: function() {
return this.scale.y * this.texture.frame.height;
},
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set: function(value) {
this.scale.y = value / this.texture.frame.height;
this._height = value;
}
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});
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/**
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* Sets the texture of the sprite. Be warned that this doesn't remove or destroy the previous
* texture this Sprite was using.
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*
* @method setTexture
* @param texture {Texture} The PIXI texture that is displayed by the sprite
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* @param [destroy=false] {boolean} Call Texture.destroy on the current texture before replacing it with the new one?
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*/
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PIXI.Sprite.prototype.setTexture = function(texture, destroyBase)
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{
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if (destroyBase !== undefined)
{
this.texture.baseTexture.destroy();
}
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// Over-ridden by loadTexture as needed
this.texture.baseTexture.skipRender = false;
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this.texture = texture;
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this.texture.valid = true;
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this.cachedTint = -1;
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};
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/**
* When the texture is updated, this event will fire to update the scale and frame
*
* @method onTextureUpdate
* @param event
* @private
*/
PIXI.Sprite.prototype.onTextureUpdate = function()
{
// so if _width is 0 then width was not set..
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if (this._width) this.scale.x = this._width / this.texture.frame.width;
if (this._height) this.scale.y = this._height / this.texture.frame.height;
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};
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/**
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* Returns the bounds of the Sprite as a rectangle.
* The bounds calculation takes the worldTransform into account.
*
* It is important to note that the transform is not updated when you call this method.
* So if this Sprite is the child of a Display Object which has had its transform
* updated since the last render pass, those changes will not yet have been applied
* to this Sprites worldTransform. If you need to ensure that all parent transforms
* are factored into this getBounds operation then you should call `updateTransform`
* on the root most object in this Sprites display list first.
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*
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* @method getBounds
* @param matrix {Matrix} the transformation matrix of the sprite
* @return {Rectangle} the framing rectangle
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*/
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PIXI.Sprite.prototype.getBounds = function(matrix)
{
var width = this.texture.frame.width;
var height = this.texture.frame.height;
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var w0 = width * (1-this.anchor.x);
var w1 = width * -this.anchor.x;
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var h0 = height * (1-this.anchor.y);
var h1 = height * -this.anchor.y;
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var worldTransform = matrix || this.worldTransform;
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var a = worldTransform.a;
var b = worldTransform.b;
var c = worldTransform.c;
var d = worldTransform.d;
var tx = worldTransform.tx;
var ty = worldTransform.ty;
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var maxX = -Infinity;
var maxY = -Infinity;
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var minX = Infinity;
var minY = Infinity;
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if (b === 0 &amp;&amp; c === 0)
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{
// scale may be negative!
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if (a &lt; 0)
{
a *= -1;
var temp = w0;
w0 = -w1;
w1 = -temp;
}
if (d &lt; 0)
{
d *= -1;
var temp = h0;
h0 = -h1;
h1 = -temp;
}
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// this means there is no rotation going on right? RIGHT?
// if thats the case then we can avoid checking the bound values! yay
minX = a * w1 + tx;
maxX = a * w0 + tx;
minY = d * h1 + ty;
maxY = d * h0 + ty;
}
else
{
var x1 = a * w1 + c * h1 + tx;
var y1 = d * h1 + b * w1 + ty;
var x2 = a * w0 + c * h1 + tx;
var y2 = d * h1 + b * w0 + ty;
var x3 = a * w0 + c * h0 + tx;
var y3 = d * h0 + b * w0 + ty;
var x4 = a * w1 + c * h0 + tx;
var y4 = d * h0 + b * w1 + ty;
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minX = x1 &lt; minX ? x1 : minX;
minX = x2 &lt; minX ? x2 : minX;
minX = x3 &lt; minX ? x3 : minX;
minX = x4 &lt; minX ? x4 : minX;
minY = y1 &lt; minY ? y1 : minY;
minY = y2 &lt; minY ? y2 : minY;
minY = y3 &lt; minY ? y3 : minY;
minY = y4 &lt; minY ? y4 : minY;
maxX = x1 > maxX ? x1 : maxX;
maxX = x2 > maxX ? x2 : maxX;
maxX = x3 > maxX ? x3 : maxX;
maxX = x4 > maxX ? x4 : maxX;
maxY = y1 > maxY ? y1 : maxY;
maxY = y2 > maxY ? y2 : maxY;
maxY = y3 > maxY ? y3 : maxY;
maxY = y4 > maxY ? y4 : maxY;
}
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var bounds = this._bounds;
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bounds.x = minX;
bounds.width = maxX - minX;
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bounds.y = minY;
bounds.height = maxY - minY;
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// store a reference so that if this function gets called again in the render cycle we do not have to recalculate
this._currentBounds = bounds;
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return bounds;
};
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/**
* Retrieves the non-global local bounds of the Sprite as a rectangle. The calculation takes all visible children into consideration.
*
* @method getLocalBounds
* @return {Rectangle} The rectangular bounding area
*/
PIXI.Sprite.prototype.getLocalBounds = function () {
var matrixCache = this.worldTransform;
this.worldTransform = PIXI.identityMatrix;
for (var i = 0; i &lt; this.children.length; i++)
{
this.children[i].updateTransform();
}
var bounds = this.getBounds();
this.worldTransform = matrixCache;
for (i = 0; i &lt; this.children.length; i++)
{
this.children[i].updateTransform();
}
return bounds;
};
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/**
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* Renders the object using the WebGL renderer
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*
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* @method _renderWebGL
* @param renderSession {RenderSession}
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* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.
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* @private
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*/
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PIXI.Sprite.prototype._renderWebGL = function(renderSession, matrix)
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{
// if the sprite is not visible or the alpha is 0 then no need to render this element
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if (!this.visible || this.alpha &lt;= 0 || !this.renderable) return;
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// They provided an alternative rendering matrix, so use it
var wt = this.worldTransform;
if (matrix)
{
wt = matrix;
}
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// A quick check to see if this element has a mask or a filter.
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if (this._mask || this._filters)
{
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var spriteBatch = renderSession.spriteBatch;
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// push filter first as we need to ensure the stencil buffer is correct for any masking
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if (this._filters)
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{
spriteBatch.flush();
renderSession.filterManager.pushFilter(this._filterBlock);
}
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if (this._mask)
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{
spriteBatch.stop();
renderSession.maskManager.pushMask(this.mask, renderSession);
spriteBatch.start();
}
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// add this sprite to the batch
spriteBatch.render(this);
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// now loop through the children and make sure they get rendered
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for (var i = 0; i &lt; this.children.length; i++)
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{
this.children[i]._renderWebGL(renderSession);
}
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// time to stop the sprite batch as either a mask element or a filter draw will happen next
spriteBatch.stop();
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if (this._mask) renderSession.maskManager.popMask(this._mask, renderSession);
if (this._filters) renderSession.filterManager.popFilter();
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spriteBatch.start();
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}
else
{
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renderSession.spriteBatch.render(this);
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// Render children!
for (var i = 0; i &lt; this.children.length; i++)
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{
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this.children[i]._renderWebGL(renderSession, wt);
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}
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}
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};
/**
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* Renders the object using the Canvas renderer
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*
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* @method _renderCanvas
* @param renderSession {RenderSession}
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* @param {Matrix} [matrix] - Optional matrix. If provided the Display Object will be rendered using this matrix, otherwise it will use its worldTransform.
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* @private
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*/
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PIXI.Sprite.prototype._renderCanvas = function(renderSession, matrix)
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{
// If the sprite is not visible or the alpha is 0 then no need to render this element
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if (!this.visible || this.alpha === 0 || !this.renderable || this.texture.crop.width &lt;= 0 || this.texture.crop.height &lt;= 0)
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{
return;
}
var wt = this.worldTransform;
// If they provided an alternative rendering matrix then use it
if (matrix)
{
wt = matrix;
}
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if (this.blendMode !== renderSession.currentBlendMode)
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{
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renderSession.currentBlendMode = this.blendMode;
renderSession.context.globalCompositeOperation = PIXI.blendModesCanvas[renderSession.currentBlendMode];
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}
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if (this._mask)
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{
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renderSession.maskManager.pushMask(this._mask, renderSession);
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}
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// Ignore null sources
if (this.texture.valid)
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{
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var resolution = this.texture.baseTexture.resolution / renderSession.resolution;
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renderSession.context.globalAlpha = this.worldAlpha;
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// If smoothingEnabled is supported and we need to change the smoothing property for this texture
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if (renderSession.smoothProperty &amp;&amp; renderSession.scaleMode !== this.texture.baseTexture.scaleMode)
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{
renderSession.scaleMode = this.texture.baseTexture.scaleMode;
renderSession.context[renderSession.smoothProperty] = (renderSession.scaleMode === PIXI.scaleModes.LINEAR);
}
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// If the texture is trimmed we offset by the trim x/y, otherwise we use the frame dimensions
var dx = (this.texture.trim) ? this.texture.trim.x - this.anchor.x * this.texture.trim.width : this.anchor.x * -this.texture.frame.width;
var dy = (this.texture.trim) ? this.texture.trim.y - this.anchor.y * this.texture.trim.height : this.anchor.y * -this.texture.frame.height;
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var tx = (wt.tx * renderSession.resolution) + renderSession.shakeX;
var ty = (wt.ty * renderSession.resolution) + renderSession.shakeY;
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// Allow for pixel rounding
if (renderSession.roundPixels)
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{
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renderSession.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx | 0, ty | 0);
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dx |= 0;
dy |= 0;
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}
else
{
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renderSession.context.setTransform(wt.a, wt.b, wt.c, wt.d, tx, ty);
}
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var cw = this.texture.crop.width;
var ch = this.texture.crop.height;
dx /= resolution;
dy /= resolution;
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if (this.tint !== 0xFFFFFF)
{
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if (this.texture.requiresReTint || this.cachedTint !== this.tint)
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{
this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
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this.cachedTint = this.tint;
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this.texture.requiresReTint = false;
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}
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renderSession.context.drawImage(this.tintedTexture, 0, 0, cw, ch, dx, dy, cw / resolution, ch / resolution);
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}
else
{
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var cx = this.texture.crop.x;
var cy = this.texture.crop.y;
renderSession.context.drawImage(this.texture.baseTexture.source, cx, cy, cw, ch, dx, dy, cw / resolution, ch / resolution);
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}
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}
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for (var i = 0; i &lt; this.children.length; i++)
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{
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this.children[i]._renderCanvas(renderSession);
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}
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if (this._mask)
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{
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renderSession.maskManager.popMask(renderSession);
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}
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};
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</pre>
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a>
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