phaser/docs/Stage.js.html

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<title>Phaser Source: d:/wamp/www/phaser/src/pixi/display/Stage.js</title>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</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.Signal.html">Signal</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.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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<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.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<a href="Phaser.World.html">World</a>
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<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
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<h1 class="page-title">Source: d:/wamp/www/phaser/src/pixi/display/Stage.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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* A Stage represents the root of the display tree. Everything connected to the stage is rendered
*
* @class Stage
* @extends DisplayObjectContainer
* @constructor
* @param backgroundColor {Number} the background color of the stage, you have to pass this in is in hex format
* like: 0xFFFFFF for white
*
* Creating a stage is a mandatory process when you use Pixi, which is as simple as this :
* var stage = new PIXI.Stage(0xFFFFFF);
* where the parameter given is the background colour of the stage, in hex
* you will use this stage instance to add your sprites to it and therefore to the renderer
* Here is how to add a sprite to the stage :
* stage.addChild(sprite);
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*/
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PIXI.Stage = function(backgroundColor)
{
PIXI.DisplayObjectContainer.call( this );
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/**
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* [read-only] Current transform of the object based on world (parent) factors
*
* @property worldTransform
* @type Matrix
* @readOnly
* @private
*/
this.worldTransform = new PIXI.Matrix();
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/**
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* Whether or not the stage is interactive
*
* @property interactive
* @type Boolean
*/
this.interactive = true;
/**
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* The interaction manage for this stage, manages all interactive activity on the stage
*
* @property interactionManager
* @type InteractionManager
*/
this.interactionManager = new PIXI.InteractionManager(this);
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/**
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* Whether the stage is dirty and needs to have interactions updated
*
* @property dirty
* @type Boolean
* @private
*/
this.dirty = true;
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//the stage is its own stage
this.stage = this;
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//optimize hit detection a bit
this.stage.hitArea = new PIXI.Rectangle(0, 0, 100000, 100000);
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this.setBackgroundColor(backgroundColor);
};
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// constructor
PIXI.Stage.prototype = Object.create( PIXI.DisplayObjectContainer.prototype );
PIXI.Stage.prototype.constructor = PIXI.Stage;
/**
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* Sets another DOM element which can receive mouse/touch interactions instead of the default Canvas element.
* This is useful for when you have other DOM elements on top of the Canvas element.
*
* @method setInteractionDelegate
* @param domElement {DOMElement} This new domElement which will receive mouse/touch events
*/
PIXI.Stage.prototype.setInteractionDelegate = function(domElement)
{
this.interactionManager.setTargetDomElement( domElement );
};
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/*
* Updates the object transform for rendering
*
* @method updateTransform
* @private
*/
PIXI.Stage.prototype.updateTransform = function()
{
this.worldAlpha = 1;
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for(var i=0,j=this.children.length; i&lt;j; i++)
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{
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this.children[i].updateTransform();
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}
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if(this.dirty)
{
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this.dirty = false;
// update interactive!
this.interactionManager.dirty = true;
}
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if(this.interactive)this.interactionManager.update();
};
/**
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* Sets the background color for the stage
*
* @method setBackgroundColor
* @param backgroundColor {Number} the color of the background, easiest way to pass this in is in hex format
* like: 0xFFFFFF for white
*/
PIXI.Stage.prototype.setBackgroundColor = function(backgroundColor)
{
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this.backgroundColor = backgroundColor || 0x000000;
this.backgroundColorSplit = PIXI.hex2rgb(this.backgroundColor);
var hex = this.backgroundColor.toString(16);
hex = '000000'.substr(0, 6 - hex.length) + hex;
this.backgroundColorString = '#' + hex;
};
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/**
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* This will return the point containing global coordinates of the mouse.
*
* @method getMousePosition
* @return {Point} A point containing the coordinates of the global InteractionData position.
*/
PIXI.Stage.prototype.getMousePosition = function()
{
return this.interactionManager.mouse.global;
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};
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</pre>
</article>
</section>
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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