phaser/docs/Sprite.js.html

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<title>Phaser Source: d:/wamp/www/phaser/src/pixi/display/Sprite.js</title>
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<a href="Phaser.Loader.html">Loader</a>
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Particles.Arcade.html">Arcade</a>
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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<a href="Phaser.RetroFont.html">RetroFont</a>
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<a href="Phaser.Rope.html">Rope</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<a href="Phaser.Signal.html">Signal</a>
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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<a href="Phaser.Sound.html">Sound</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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<a href="Phaser.Sprite.html">Sprite</a>
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<li class="class-depth-1">
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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<a href="Phaser.Stage.html">Stage</a>
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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<li class="class-depth-1">
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tile.html">Tile</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.Time.html">Time</a>
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<a href="Phaser.Timer.html">Timer</a>
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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<a href="Phaser.Touch.html">Touch</a>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<div class="span12">
<div id="main">
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<h1 class="page-title">Source: d:/wamp/www/phaser/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
*
* A sprite can be created directly from an image like this :
* var sprite = new PIXI.Sprite.fromImage('assets/image.png');
* yourStage.addChild(sprite);
* then obviously don't forget to add it to the stage you have already created
*/
PIXI.Sprite = function(texture)
{
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
*/
this.texture = texture;
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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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/**
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* The blend mode to be applied to the sprite. Set to PIXI.blendModes.NORMAL to remove any blend mode.
*
* @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 the texture to the stage. Set to null to remove a current shader.
*
* @property shader
* @type AbstractFilter
* @default null
*/
this.shader = null;
if(texture.baseTexture.hasLoaded)
{
this.onTextureUpdate();
}
else
{
this.texture.on( 'update', this.onTextureUpdate.bind(this) );
}
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this.renderable = true;
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};
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// constructor
PIXI.Sprite.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
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', {
get: function() {
return this.scale.x * this.texture.frame.width;
},
set: function(value) {
this.scale.x = value / this.texture.frame.width;
this._width = value;
}
});
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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', {
get: function() {
return this.scale.y * this.texture.frame.height;
},
set: function(value) {
this.scale.y = value / this.texture.frame.height;
this._height = value;
}
});
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/**
* Sets the texture of the sprite
*
* @method setTexture
* @param texture {Texture} The PIXI texture that is displayed by the sprite
*/
PIXI.Sprite.prototype.setTexture = function(texture)
{
this.texture = texture;
this.cachedTint = 0xFFFFFF;
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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..
if(this._width)this.scale.x = this._width / this.texture.frame.width;
if(this._height)this.scale.y = this._height / this.texture.frame.height;
//this.updateFrame = true;
};
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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.
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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 x1 = a * w1 + c * h1 + tx;
var y1 = d * h1 + b * w1 + ty;
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var x2 = a * w0 + c * h1 + tx;
var y2 = d * h1 + b * w0 + ty;
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var x3 = a * w0 + c * h0 + tx;
var y3 = d * h0 + b * w0 + ty;
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var x4 = a * w1 + c * h0 + tx;
var y4 = d * h0 + b * w1 + 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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minX = x1 &lt; minX ? x1 : minX;
minX = x2 &lt; minX ? x2 : minX;
minX = x3 &lt; minX ? x3 : minX;
minX = x4 &lt; minX ? x4 : minX;
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minY = y1 &lt; minY ? y1 : minY;
minY = y2 &lt; minY ? y2 : minY;
minY = y3 &lt; minY ? y3 : minY;
minY = y4 &lt; minY ? y4 : minY;
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maxX = x1 > maxX ? x1 : maxX;
maxX = x2 > maxX ? x2 : maxX;
maxX = x3 > maxX ? x3 : maxX;
maxX = x4 > maxX ? x4 : maxX;
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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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/**
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* Renders the object using the WebGL renderer
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*
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* @method _renderWebGL
* @param renderSession {RenderSession}
* @private
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*/
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PIXI.Sprite.prototype._renderWebGL = function(renderSession)
{
// if the sprite is not visible or the alpha is 0 then no need to render this element
if(!this.visible || this.alpha &lt;= 0)return;
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var i,j;
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// do a quick check to see if this element has a mask or a filter.
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
if(this._filters)
{
spriteBatch.flush();
renderSession.filterManager.pushFilter(this._filterBlock);
}
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if(this._mask)
{
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
for(i=0,j=this.children.length; i&lt;j; i++)
{
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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// simple render children!
for(i=0,j=this.children.length; i&lt;j; i++)
{
this.children[i]._renderWebGL(renderSession);
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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}
* @private
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*/
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PIXI.Sprite.prototype._renderCanvas = function(renderSession)
{
// If the sprite is not visible or the alpha is 0 then no need to render this element
if (this.visible === false || this.alpha === 0 || this.texture.crop.width &lt;= 0 || this.texture.crop.height &lt;= 0) return;
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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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// Allow for pixel rounding
if (renderSession.roundPixels)
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{
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renderSession.context.setTransform(
this.worldTransform.a,
this.worldTransform.b,
this.worldTransform.c,
this.worldTransform.d,
(this.worldTransform.tx* renderSession.resolution) | 0,
(this.worldTransform.ty* renderSession.resolution) | 0);
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}
else
{
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renderSession.context.setTransform(
this.worldTransform.a,
this.worldTransform.b,
this.worldTransform.c,
this.worldTransform.d,
this.worldTransform.tx * renderSession.resolution,
this.worldTransform.ty * renderSession.resolution);
}
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// If smoothingEnabled is supported and we need to change the smoothing property for this texture
if (renderSession.smoothProperty && renderSession.scaleMode !== this.texture.baseTexture.scaleMode)
{
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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if (this.tint !== 0xFFFFFF)
{
if (this.cachedTint !== this.tint)
{
this.cachedTint = this.tint;
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// TODO clean up caching - how to clean up the caches?
this.tintedTexture = PIXI.CanvasTinter.getTintedTexture(this, this.tint);
}
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renderSession.context.drawImage(
this.tintedTexture,
0,
0,
this.texture.crop.width,
this.texture.crop.height,
dx / resolution,
dy / resolution,
this.texture.crop.width / resolution,
this.texture.crop.height / resolution);
}
else
{
renderSession.context.drawImage(
this.texture.baseTexture.source,
this.texture.crop.x,
this.texture.crop.y,
this.texture.crop.width,
this.texture.crop.height,
dx / resolution,
dy / resolution,
this.texture.crop.width / resolution,
this.texture.crop.height / resolution);
}
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}
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// OVERWRITE
for (var i = 0, j = this.children.length; i &lt; j; 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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// some helper functions..
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/**
*
* Helper function that creates a sprite that will contain a texture from the TextureCache based on the frameId
* The frame ids are created when a Texture packer file has been loaded
*
* @method fromFrame
* @static
* @param frameId {String} The frame Id of the texture in the cache
* @return {Sprite} A new Sprite using a texture from the texture cache matching the frameId
*/
PIXI.Sprite.fromFrame = function(frameId)
{
var texture = PIXI.TextureCache[frameId];
if(!texture) throw new Error('The frameId "' + frameId + '" does not exist in the texture cache' + this);
return new PIXI.Sprite(texture);
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};
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/**
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*
* Helper function that creates a sprite that will contain a texture based on an image url
* If the image is not in the texture cache it will be loaded
*
* @method fromImage
* @static
* @param imageId {String} The image url of the texture
* @return {Sprite} A new Sprite using a texture from the texture cache matching the image id
*/
PIXI.Sprite.fromImage = function(imageId, crossorigin, scaleMode)
{
var texture = PIXI.Texture.fromImage(imageId, crossorigin, scaleMode);
return new PIXI.Sprite(texture);
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};
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</pre>
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